Jagged Alliance Unofficial FAQ Version 2.3 by: Dzwo-Ren Li 5/05/'97 Table of Contents: I. Introduction II. Suggestion for Novice Players III. Trouble Shooting [ The following sections include "Spoiler". ] IV. Items Information V. Sectors Information VI. Q & As VII. Miscellaneous Information VIII. Suggestion for Veteran Players ( by Peter Kuesters ) IX. Strategic Guides ( by Li ) for the Beginning of HARDER Level ( Partially Done ) I. Introduction: Disclaimer: "Jagged Alliance" is a game created by "Madlab Software" and distributed by "Sir-Tech". The technical support line for "Sir-Tech" is (315) 393-6644, Monday to Friday, 9am to 5pm ( USA, EST ). If you have any trouble in getting this game to work, this is the number you should try. Any attempt to find the answer in this document might fail. If you have e-mail address and you have any question ( or suggestion ) about this game, you can try to mail to: Brenda Garno < 76711.33@CompuServe.COM > She or someone else will be glad to help you. If you have any suggestion that you wish to see in future sequals, say, JA 2, then this is the address that you should send the information to. Patches and System Requirement: The newest patch is Version 1.13. The file name is "JA_113.zip". Version 1.11 & 1.12 are not available now. They are okay if you still have these versions and wish to use them. Please do not use version 1.1 because it won't work. You can get "JA_113.zip" from Sir-Tech's WWW homepage: http://www.sir-tech.com or any other major game sites such as ( use SEARCH command ): GamesDomain, HappyPuppy, or any other sites. Sir-Tech said version 1.12 is the same as the version 1.11. They use the version 1.12 for some commercial reasons. The full features of the game is only available in a CD version. The disk version does not have the entire speech. The system required to run the game is: IBM compatible PC, 386 can run the game ( a little bit slow ), 486DX-33 or better is highly recommended. 4MB RAM ( minimum, you also need to manage it well to do it ) or 8MB ( recommended ) CD-ROM driver ( for CD version only ) 15 - 25 MB HDD space, 38 MB ( recommended ) ( I personally recommend at least 50 MB if you want to keep all the animation, saved files, and other stuffs. ) DOS 5.0 or better Mouse 256 color VGA Sound Support ( optional ): Ad-Lib, Sound Blaster family, Pro Audio Spectrm, GUS, Roland LAPC-1/MT-32, MPU401-interface General MIDI There is a DEMO for this game. You can find this DEMO in Sir-Tech's homepage or any other major game sites. The DEMO version has a unique sector ( other than our 60 ) and only six chosen mercenaries for you to play with. There is no music, no speech but has the "OK" response of each mercenary. If you don't have the access to either WWW or FTP sites, "PC Gamer" ( the one with a CD-ROM in each issue ) has this one in the CD-ROM in July, 1995. There was a "PIRATED VERSION" which had been used by many people. This version looked like the "disk version" but with several very serious problems. If you were having troubles, made sure you were running with the legal one before you asked questions. These problems ( with the saved files ) could be corrected by just ran the file with registered version. So, buy it if you want to play it! Current sequel is "Jagged Alliance: Deadly Games", not the one we expected as "Jagged Alliance 2". "Jagged Alliance 2" is still developing. The game ( JA: DG ) is capable of net-working ( up to 4 persons ) and it has a default editor which will allow you to design your own campaign. FAQ versions ( history ): I created the first version ( version 1.0 ) of this document on July 4th, 1995, which contains only 3 parts: Sectors Information, Items list, and the Encrypted Codes. It was called 'mini-FAQ' because the information was not enough. Then, Peter Kuesters < UZS240@IBM.rhrz.uni-bonn.de > started to provide his information about this game. The modified version ( 1.1 ) was released on July 9th which added 2 more parts: Q & As and the Miscellaneous Stuffs. Version 2.0 had been re-organized, added more Q & As, and an advice section for novice players. In the version 2.1, I added a Trouble Shooting section, more Q & As and modify some information. And, I decided to take out the 'mini' in the original title because this document was no longer a 'mini' one. Version 2.1.1 was created shortly after 2.1 because of some unacceptable mistakes in the FAQ ( 2.1 ). I finished version 2.2 on Oct. 09, 1995. This was the version posted in most major game sites. I wished to add some of my own advices for those veteran players, but I could not find enough time to make a complete document, so I gave up. This was part of the reason why version 2.2 had been delayed so long. Version 2.2 was modified after I had replayed the game one more time and tried to correct all those incorrect information in FAQ. This version ( 2.2 ) also contained Peter's suggestions for the veteran players ( Section VIII ). Current version ( 2.3 ) won't be posted publicly. It will be only available upon request. This was because the game was old ( nearly 3 years old ) and a sequel ( JA: DG ) was already available. I was doing this just because I wanted to complete the document with all the information that I could get. I did not finish the final section ( Strategic Guide ) because it took a long time to write those. It was more exciting to fight than write. So, there is no telling when will I complete that section. My guess would be the end of 1997. Other Miscellaneous Information: For the record, I did not take out any information from old version ( Unless that information is incorrect ) until this version. This version had been modified to get everything right ( at least I think so ). I still lacked the information about trouble shooting. This part was difficult to build because most of the players did not have problem in getting it to run. Whenever there was a player who could not make the game to run AND couldn't get it to work even after he/she had followed the instruction in the quick reference ( the reference card ), I believed most of them could not be solved. I really can not help here. I had problems in getting my game to work too. All I had done was merely "by- passing" every possible problems. I didn't know whether this would work for everyone, but at least it worked for me. Please checked it out in section III ( Trouble Shooting ). Also, I did not have the Disk Version. I can not help anyone with that version. Started from FAQ v. 2.0, I intended to separate those spoilers from the general non-spoiler advices. So, if you were that kind of person who didn't want to watch those spoilers before you finished your own game, then you could just looked at those general advices and stoped before a WARNING sign. Contributors: If anyone wants to provide any information about this game which is not included in this document, you are welcome to do that. Here is my e-mail addresses: < li@cpe.engr.ukans.edu > ( preferred ) or < ren@kuhub.cc.ukans.edu > However, I won't access to these two accounts after May 21st, 1997. I will have new address ( I hope ) after July 1997. There is no telling when will the new addresses be available. I thank all the following persons for providing information in the FAQ ( though some of them might never know about this ): ( In random order ) * Peter Kuesters < UZS240@IBM.rhrz.uni-bonn.de > Torbj|rn Lindgren < tl@ae.chalmers.se > RICHARD KENAN < eefacdk@prism.gatech.edu > Laurant Pierre < lxp@wg.icl.co.uk > * Carsten Engelmann < engel@yacc.central.de > Eugene V Kalinin < ekalinin@magnus.acs.ohio-state.edu > Jean-Marc Tanzi < jmt@legend.cma.fr > John Abel < J.Abel@az05p.bull.com > C.C.C. Leung < leungccc@eee.bham.ac.uk > Eugene Paulovich Ivanoff ( Susi ) < susi@RS6000.TU-Chel.ac.ru > Franz Pestenhofer < pestl@cublx1.cube.net > Tony Brannock < UABBRANNOCK@msuvx2.memphis.edu > Andy Ellsworth < are1@cec.wustl.edu > Vincent Raymond Bryan Worra ** Alex Meduna <75162.2430@compuserve.com> ( Alex is the game designer who provides some information to solve couple puzzles. Peter & Carsten provided a lot of information in this FAQ. I appreciated their help. ) Version 2.3: Boris Lunin ( Artjom ) Alexander J. Pirchl S David Pullara Special Note: Peter Kuesters was the best player that I knew of. Just checked his record then you would understand what I was talking about. And, also for those who had posted the infomation in the newsgroup that I saw it but forgot to keep it ( I just remembered the content ). Mr. John Abel had made real nice Mercs' tables in Excel 5.0 format. I think he will be glad to share this table with all of you. I decided to use Mr. Tanzi's table in Section VII ( Miscellaneous Information ) because I was a little bit lazy in converting Mr. Abel's table into text ( sorry, John ). You may find FAQ version 2.2 from several game sites. I know there is a copy in GamesDomain. I don't remember anywhere else. The current version 2.3 will not be available until they request it. In the WWW, Hakan Tandogan < hakan@speedy.franken.de > has kindly provided his homepage to carry this document at: http://www.franken.de/users/speedy/hakan/hobbies/daddel /ja/Welcome-e.html ( There is a pretty good, user friendly, editor in this homepage. If you are the one who frustrats after many tries, "jaedit15" is the program that you really need. ) But I can't quarantee that he will carry this homepage forever. This is also the "Unofficial Jagged Alliance Homepage" in the WWW. You will be welcome to send this document to whoever wants it as long as no money is involved. There is a Strategic Guide written by Mr. Wade. D. Glasscock < 76153.2466@Compuserve.com >. This can be found in HappyPuppy if they decided to keep it forever. Copyright: "Jagged Alliance" is a registered trademark of "Sir-Tech Software, Inc." The application software and logos, etc. are all Copyrighted by "Sir-Tech Software, Inc." II. Suggestions for Novice Players: Congratulation! You just got a good game ( in many people's opinions ) for yourself. Before you started, let's talk about something that might not mention in the manual or not emphasis in the manual. Many people were frustrated with their first trial of this game. For example, I re-started twice before I continued my "first" NORMAL game. If you felt your butt had been kicked, that should be quite normal :). You just needed to pay more attention in your game playing. Once you could get through the first few sectors, you should be able to enjoy the game play. IF ( I meant it ) you don't like it after you had taken several sectors, then you can always take a look at all those spoiler information in this document and decide whether you like the game or not. Maybe you just missed couple important stuffs. Maybe you really don't like the game. Who knows. The Final Goal of this game is to win the island back for Jack. Base on this, you will have to make a lot of choices to run your campaign. The way you run this campaign will definitely influence the outcome. So, you must decide what do you want to do before you really start it. The first thing I will suggest you to do is studying the "Mercenary Profiles at a Glance" which is in PP. 46 & 47 of the game manual ( U.S. Version, of course ). These information are also listed in section VII in this FAQ. This is the most important information of the document ( no kidding )! There are always some mercs who suit your game playing style. Don't ask any people about "what is the starting team of yours" stuffs, you will have to try it by yourself. There are always a better combination for your playing style. Some mercs can let your team works fine, some might just waste your money and contribute nothing. The choice is yours. However, here are some tips for you to choose your team ( base on the priority ): (1) Marksmanship: You want to finish your enemies as soon as possible, so a higher marksmanship merc is more useful. Higher than 90 is the best, 80s is good, 70s is OK, 60s is still acceptable. If it is below 60, then you have to think about it carefully. Once you start the game, you will know the difference. According to this, you should consider these bargains--Ivan. Fidel, and Ice--at the beginning. As for the other mercs, you should also consider other skills ( for versatility ). (2) Agility: This is the main factor to determine how many APs he/ she can get. ( There is an equation for the "Action Points" in "Q & As" #37. ) Usually, those older guys have lower Agility, so I never use them. Best choice is over 88. If not, over 80 is still OK. You must reconsider when it is below 80 or even lower than 70. Faster team will let you finish the game faster so that you won't need to worry about a lot of possible distraction ( events ) from the game. (3) Salary: The fund at the beginning is limited. If you can not do the things well, you will face some financial problem couple days into the game. So, make plan on Day 1 is very important. ( It is especially important in HARDER level. ) (4) Medical, Explosive, Mechanics: These are in the same order. You do need someone to bandage the wounded guys, so at least one person with some Med. knowledge is necessary. If you are doing pretty well ( cautious player ) you may not need those "Doctors" because these guys are always expensive. Someone with 20 - 40 in Medical skill should be good enough. If you usually have a lot of guys injured, then you probably want to consider Fox or even Eli for this job. Fox is the best choice for field Doc. Besides, Fox is very agile and alert. She maybe the best scout in the game. Believe it or not, a level 4 Fox sometimes can find the enemies before a level 8 Mike can see them. Playing more cautiously is the only way to prevent your money from flowing into those "Doctors'" pockets. ( Think about it! The cheapest Dr. is Eli. He costs $1,400. The next one will be about $1,700 and up. Does this really worth it? ) Disarming boobytraps is pretty tricky. The higher the explosion skill the better. But, this doesn't guarantee he/she can always disarm a boobytrap safely even when his/her skill is very high. You don't want anyone has the skill below 40 to disarm a boobytrap. 80 or even 90 is highly recommended. If you are those person who never "quick save" before you disarm a trap, then I would suggest you make a list of all those bomb dudes and make a real good plan of hiring them from day 1. And, you are going to hire/fire a lot of them. Mechanic part is tricky too. This can be divided into two parts: at home or in the field. The at home mechanics also need Dex. The formula of repairing based on these two attributes. Sparky or Speck is the best choice for this job. By the way, Sparky is better. For the field mechanic, you might want he/she to have more APs, higher Marksmanship, and maybe some other skills because this person might need to fight as well as picking locks. Vinny becomes a pretty good bargain at the beginning. Later on, you might want to consider Boss, Static, or even ( the best one ) Magic. Of course Mike is better, but let Mike do this job is wasting your money. You only need Mike to pick couple locks very late in the game. Mechanical skill over 80 is highly recommended. Note: You don't need to have a guy with all these skills. An expert in one area will be good enough. All in all, you might consider Fox ( Doctor ), Vinny ( Field Mech ), Sparky ( Home Mech ), Fidel ( Bomb Dude ) for your team. But do remember, there are always other choices. (5) Dex., HPs, Wisdom: I must put Dex. before HPs here. According the "AP formula", "Mechanical Formula" and "Doctor Formula", Dex. does play an important role in these formulas. No brainer for the HPs. Carsten found the HPs do indicate how strong the mercs are. ( For opening the crates. ) There is no evidence for the influence of Wisdom, but obviously, the higher the better. You don't want an idiot in your team and have to baby-sit this guy all the time. If you still can not decide whom to choose, here is my suggestion: Fidel ( Explosive ), Ivan, and Ice for shooting and Crates opening. Bud for shooting and field Doc., Vinny for field mech. Wolf will be a good all around player but you will encounter some problems with him if you are not doing well. I think he is too expensive, too. I recently removed from my starting list. He is still a good choice for a novice player. If you hire Wolf, then you don't need Bud. Then, you might want to hire Sparky ( much better than Speck ) for home mech, Fox ( Doctor ), and Smoke ( backup Explosive expert ) on Day 2. Other than these, Larry seems to be a good Doctor + Bomb Dude at the beginning ( except he has amnesia ). Beth is also a nice choice for cheap field doc and reasonable fast girl. I recently ( Oct. 1995 ) found Snake is a good choice. He is a pretty good shooter plus a Camo-U-Flage at the beginning. Get him to run in the field for 1 or 2 days, then he has a pretty good chance to improve his HP. Which means, he will also increase his AP by one with this bonus! Eli can be a Doc or Home Mechanic. If you don't need so many persons in the field, then he should be a good choice for staying at home. Still, you must remember, only you can decide who is the best choice for your team. ( Note: Ice might not join you after Day 1 if you did not do well. ) It is a good thing to leave one space vacant. Then, Jack probably will offer you a native guide at the beginning of second day. The guide is free and he may provide some information about the sector after your team enters it. This is good for any new player. All four guides have different special skills. But you can only take one of them at a time. And, don't expect them to kill many enemies for you. There are some things you should pay attention to if you are still not familiar with all the system: (1) How to get the "Doctor" or "Repair" option at the beginning of the day. Just put the Medical Kit/1st Aid or Tool Kit in the right hand of the person and get back to the screen. You will find these two options are available after you have done this. Note: Always use 100% kit! Tool Kit can only be used by a home mechanic. (2) Press the "tree" icon at the beginning of the day while in the map screen of the island to know where are the four processing plants. And the capacity of them as well. You will need a good plan to get these plants. Make your plan on Day 1! (3) When your team travels to the other sector, there is a possibility that you will be in pretty severe situation ( bad luck ), so you might want to "quick save" before you enter the other sector. The positions of the enemy are not always the same, so a few trials might improve the situation. ( USE "Quick Restore"! Don't quit the game and re-start it. ) If you use the "Alt-X" after you entered the sector, then the position of the enemies in that sector will be the same after you "Quick-Restore" it. (4) Since the combat is "turn-base", you should have a good look at the whole sector when you enter it. It doesn't cost any time and you will be able to arrange your plan to attack this sector. Of course, you have to guess where the enemies might be. Once you are familiar with the symbols in the map of the island, you could probably tell most of the terrain in those unknow sectors just from the map. This could be helpful when you decide which part is the best entry position for that sector. The map is identical to the real terrian. (5) The AI will be different in different level. But, there are one common thing for all the levels: The enemies will response to all the gun shot in the same sector. If you are playing with the EASY level, the enemy might not take cover all the time. If you try to lure him, he will probably response to that. In HARDER level, the enemies will try to take cover all the time and they might not come out of the door if they felt it may not be safe to do that. In such case, you will need to have a good plan to get them. Be careful when you are chasing an enemy. They might ambush your mercs as well! (6) Always try to use several mercenaries to kill a single enemy. The more enemies involve in a battle, the higher chance your mercs got shot. Even a "Critical" condition enemy can fire at your guys and sometimes that will be a very lucky shot! ( It's Murphy's Law. ) So, don't risk at all. Don't try to kill a "Critical" condition enemy by walking out of a cover unless your merc can take cover after the shot. Your merc might miss that shot and enemy will be easy to shoot this guy. Caution: If your merc(s) involve in a battle too long, i.e. the enemy can shoot at the same guy for many times, there is a pretty good chance your merc will get hit even he/she is well covered ( behind something ). (7) The amount of the ammos is limited. Don't shoot your enemy when you have no idea whether you have a line of sight or not. Just don't waste your ammos unless you do it on purpose. Beware of this then you will have enough ammos all the time. Note: Use a lot. (8) Always let your mercs hide behind a cover. There is no sure cover at all. If you can see an enemy, you can shoot him. So does he! Hiding behind a tree will not guarantee your safety. Bush will be a better cover but it won't guarantee the safety as well. But, at least it is better to hide behind something than wild open. If the enemy shoots your guy, you can try to shoot back immediately. This is because there got to be some space for the bullets to go through. (9) Had better always reserve 2 APs for your merc to CROUCH. That will reduce a lot of chances of injury. Don't know what is the exact difference between CROUCH and non-CROUCH, but the difference is pretty obvious when you are playing with or without it. CROUCH behind a bush is probably the best cover you can get. ( Check out the route before you really move your merc so that you can save 2 APs for this. Be careful if you want him/her to change the direction of facing, then you will need 3 APs. See the manual about how to do it. ) (10) There are a lot of traps in Metavira. You will probably encounter this problem from Day 1 ( Sector 49 ). The only sure thing is let the Explosive expert try to disarm it while in real time mode ( "Quick Save" before doing it ). (11) All the items you can find in the game have some certain usage. If you can not find the way to use it, then read the items list in section IV. Most of them are simple: A + B => C. Or, maybe a little bit more: C + D => E. That means: A + B + D => E. To combine items is the same as putting those add-ons to your weapon. Sometimes specail skill is essential in doing this. Hint: Explosive expert is good at making bomb items. Mechanical expert is good at combining and modifying items. (12) All the processing plants in enemy hand have detonator and plastic explosive(s). You must use silencers to take those sectors. If you can find and disarm the detonator and explosives, then you might use weapons without silencer after you disarm them. ( This is the only spoiler in this section. ) Note: Besides the detonator, each plant has a special guy who has some kind of "Remote Control" to activate the explosives from distance. If you really want those information, please see the Q & As #4, #5. (13) Beware of the performance of your team. Check your "team info" while you are contacting the A.I.M. You will see some detail information about your team's performance. Some mercs will not join your team if you fire too many mercs ( turnover rate ) or have too many causalities ( Are you Dr. Death? ). The interactive of the mercs will be significant if these two factors are taken into account. (14) The first sector you want to start might be sector 50. This one is pretty easy and has a lot of trees to hide. The enemy will be always in the north part in this sector so you will not have big trouble to take it. Suppose you plan to take 3 sectors on day 1, you can attack S50 -> S49 -> S59. Then you can arrange 4 guards in S49 & S50 while you are attacking S59. The other alternative is: S50 -> S59 -> S49. But, this will allow enemy to reinforce when you are attacking S49. Well, at least one thing is in favor of you: the enemy scarcely reinforce on Day 1. Important: Never leave a sector without any guard! (15) Beware of the condition of a merc. Low breath ( BLUE BAR ) will cause a lot of trouble. Non-bandaged wound will keep bleeding. Read carefully about the special warning in the manual p. 32 ( U.S. version ) about this. And, after a merc is hit, his/her breath will TEMPORARY drop a lot like the health. You must let him/her rest a bit to re-gain the breath. (16) The enemy can launch an attack at your sector across the water, but your guard won't be able to swim through water unless this sector is "safely" linked to your home sector. ( See the manual for the explanation about this. ) Be sure to put 8 fuards for every sector adjacent to any enemy sector no matter this sector is connected by land or separate by water. You might want to put couple guards in secondary lines so that you can reinforce a sector which had just survived an enemy attack. * (17) A "Q & A" for Novice Player: How can I find those things behind a tree or something? A: If you are close enough or it is dropped by an enemy, you can always use the key to toggle to an overview ( of all sector ) mode. In this view, all the items that are "visible" to you will beome a flashing dot! Right click the mouse on the dot will bring you to that location in previous screen. To check it out, press and hold key to get the hand cursor. A pickable item will turn the hand cursor "red". Dave mentioned how to do this by mouse only: 1. Press and hold the right mouse button 2. Drag the mouse downward just a bit, you will see the cursor change into "MAP". 3. Let go of the mouse button. (18) Always use the items with the best condition. 100% gun, 100% lock kit, 100% Grenade, 100% whatever. If you are using a 1st aid or medical kit "in the field", then it doesn't matter. But, when you are using it at home ( Medical kit and Tool kit ), then this does matter. The higher the condition of the items, the less likely you get into trouble. An 100% item should NEVER get you into trouble. (19) If the item has a number in the lower right corner, then you can try to put it with the other same thing(s) in one pocket. Some items ( Ex: ammos ) can put up to 5 in the same pocket. * (20) Study the "quick reference" for the control methods. You will find this study pays off later. (21) To find out your game's difficulty, go to the wooden window in the control room. This information is at the upper right corner in this screen. Once you start a game, you can not change the setting. (22) Put the "Reserve Points" and "Max. Aim" on! Reserve points will always remind you about the chance of using an item in your main hand. Using Max. Aim will give you better chance to hit an enemy. Another alternative is use the "quick fire" option in your game setting. That would be a default "Max. Aim". Unless you are already familiar with the system, don't take these two settings off. Check out how many APs you needs to move to any position. That information really helps. After you are familiar with the strategic of the enemies and when you can predict ( at least "guess" ) the lay out of the enemies, then you can consider remove the "Reserve Points" setting. When you understand the effect of the "Max. Aim" and "non-Max. Aim", then you can take off that setting. Once you understand this, you can try to hit the enemies who hides behind cover. For doing this, you really need your own experience, nobody can help you here. (23) Always try to force your team to take 3 sectors/day. If you are playing in either EASY or NORMAL level, this may not be too important. BUT, if you are playing in HARDER level as a novice player, then you will be doomed if you could not accomplish this target at the beginning of the game. I think I already provide too many information for novice players. Just remember one thing: record whatever you think is useful ( like in a RPG game ) and plan before you launch an attack. You need to try many things before you have a better idea of this game. One more thing: your enemies are those "RED" guys! PLEASE! Don't shoot at those poor "BLUE" or "YELLOW" guys. Your mercs are "GREEN". Guards are "BLUE". Tappers are "YELLOW". Bad guys are "RED"! This has been explained very clear in the manual, but obviously too many people did not really read the manual before they start playing the game ( you are not alone ). Too many people had made this mistake at their first trial. Hope you are not one of them. Dave mentioned about this: If you're color-blind like me, another way is to move the cursor over the unit. If it's an enemy, you'll see their health (ie. STRONG, POOR, WOUNDED, or CRITICAL ). If it's your merc, you'll see the name. ( Editor's Note: This won't work if you have your Tappers/Guards in the same sector. They will show the same information there. ) III. Trouble Shooting This section is really a tough one! I will do my best to help all of you. Offical Trouble Shooting: ( Partially quoted from "Sir-Tech" ) 1. Low XMS memory will not let the program run. You must make sure you have enough memory to run the program. For 4 MB RAM, you can only run the game by "JAVM.BAT" but it won't run as fast as usual. I can not remember the exact minimum RAM to start by "JAVM.BAT", it seems to be about 3.5 MB. ( Brenda mentioned this in the net once. ) 2. Many people had reported having problem with "SMARTDRV" running. Sir-Tech suggests to turn it off before you run the game. 3. If the game "freeze" or "lock-up", you can try to hit or press . Beware of the key, that will force a turn and some unexpected results. If you still can not solve the problem by doing this, you are welcome to call Sir-Tech Technical Support at (315) 393-6644 ( USA ) at the time mentioned in "Introduction" section. Some people suggested to disable the "EMM386" if your program won't run. I can't imagine how can they do it because I was always low in RAM before I can start the program. Terrence said he could not get the game going with version 1.0 even he turned off the "Smartdrv" or did whatever things. But, after he upgraded to version 1.11, everything was fine. I think this is a typical case. If this doesn't work for you, then try the following experience. Here are my problems and how did I solve ( not really ) them: 1. The game won't start at all. It just keeps telling me that I need to configure the sound which I had done before running the game. I did that for a dozen times but it kept asking me to set the sound. Possible Reason: Sir-Tech did not verify this after I sent them this idea. I think the program can not recognize the special program for the old IDE card. I am using an 850 MB HDD with an old IDE card. That required a special program to let DOS recognize the HDD. I think the game program can not recognize this special program in BOOT sector so it refuse to creat the configuration file. Solution: I brought the CD to a friend's house. Installed the game in his machine. Copied the suspicious file "sound.cfg" back to my home. Then, it WORKED! I can even modify this configuration file later. 2. The game will let the computer down ( need to "reset" it ) after "Exit to DOS". ( Version 1.11 ) Possible Reason: No idea. Keyboard locked completely. Solution: Don't know what's wrong with this so I avoid to quit the game in the control room ( before sleep ). I always "exit" the game in the day time by hitting "Alt-X". This way, the DOS will still work. In my recent game ( Version 1.13 ), "Alt-X" will still lock my keyboard. But the "Exit to DOS" worked great. 3. The "Enemy Turn" message seems to stay forever ( Lock up ). Explanation: The longer the enemy turn means the more enemies in this sector. However, sometimes, this message is ridiculous long when you compare the time to the other turns. Possible Reason: No idea. Solution: Try to hit the , , , or to see whether the game is truely "locked up" or just "slow". When you are doing this, the program seems to have some "Interrupts" to response these commands. You will get some response. Sometimes this still won't work, then you will have to use to force a turn or use to quit to DOS and re-start the game again. Believe me, if you exit the game and return to it, the message will end very soon. 4. The game hangs obviously while someone picks up an item ( in the Inventory screen ). Possible Reason: Bug. When you use the "auto-scroll" to go upward, your mouse cursor will be at the top edge of the screen. If anyone had picked up an item at the same time, then the program will automatically bring you to the Inventory screen of that person. Thus the program lost the mouse cursor! You can not put the item into any pocket in this case. The program hangs at this time. Solution: DO NOT ask a person to pick up an item when you move another merc. This bug happens all the time if you have A to pick up A1, then move B up with the mouse cursor at the top of the screen. Avoid this then you will be happy. Otherwise, "Reset computer" is the only option for you. 5. Guards M.I.A.? Explanation: Sometimes, I move the guards into a newly gained sector in 2 or 3 batches. There could be a batch of guards just keep showing the sign of "moving" ( light blue ) till the day ends. They never arrived! They are missing even the next day started. Also, they are not counted in the Native Deaths pool. Just M.I.A. Possible Reason: Bug. I guess there is a flag missing or something like that. I never reported this problem to Sir-Tech. If I do a lot of "quick save" after I move the guards and also use some "quick restore" after a bad start in next sector before these guards arrived, the problem might occured. Solution: None. Just keep monitoring the situation of the guards in Guard Management screen ( not all the time ). Wait until the guards arrive before you launch another attack. If you still have to attack the next sector ASAP, then try limit the times of "Quick Save" and "Quick Restore" might reduce the chance of this situation to happen. Also, if you move the guards only one batch at a time, this might significantly reduce the problem. * Peter Kuesters ( Oct. 4, 1995 ) feels this might happen when you send the first batch of guards to another sector, then you try to send the second batch before the first batch arrived ( from the same sector to the same destiny ). 6. Version 1.13 only. The game will re-boot when you use to exit the game and save it. The saved file will be destroyed. ( A corrupt file. ) Possible Reason: Maybe a BUG. Solution: If you had found the problem, then don't use the and "SAVE" the game. Use "Quick Save" in the OPTION screen, then use . Since you can decide whether you want the "Quick Save" option for the game in version 1.13, this should not be a big problem at all. * * * * * * * * WARNING: Spoilers from now on * * * * * * * * IV. Items Information When you want to use an ( usable ) item in the field, like grenade, medical kit, lock kit, live explosive, or wall probe, just put the item in the main hand then "use it". You should see a symbol of these items ( red cross, key, bomb, or wall probe ). Move the symbol to where you want to use this item. If this position is a rightful place to use this item, the symbol will become a "red" one, then you can press the left button to "use" it. Check whether the symbol becomes "red" or not before you use it. Radio: Not important. ( Decoration, IMO. ) ( Someone said you only need one radio in your team. But, I tried once without any radio, the team can still recieve the order. ) Extended Ears: Hear noise farther than normal. Have those "scout" and "expensive" guys wear this thing. You don't want the enemies to surprise your guys, do you? Put it in the position of "Radio". If your guy is near the building, he/she may hear the enemies movements in the building as well. Canteen: Require 5 APs to use it. Will increase Breath ( Blue Bar ) significantly while the breath is under 80%. Just put it in the head of the silhouette in the "Inventory" screen. Not the body! Will automatically re-fill in the morning in version 1.11, will disappear in version 1.0 after you use it up. Beer: Same as one "Canteen". But they will disappear after you use it up. Camo-U-Flage: Put it in the body of the silhouette will last about 2-3 days. This will make the enemies harder to see your mercenaries ( I guess ) and ( maybe ) harder to "shoot" them. Use it the same way as the "Canteen", but sue it on the body. ( In "Inventory" screen. ) First Aid Kit: Need explain? Need to put it in right hand on whichever guy you want him/her to be a "Doctor" that day. The option of "Doctor" will be available in such condition. Note: Had better use 100% kit every day. Can use either at home or in the field. Medit Kit: Same as "1st Aid", but better ( same wound will cost less ). Tool Kit: It can only be used at home to repair items. Also need to put it in merc's right hand to let the "Repair" option to show up. Note: Use the 100% kit every day. Otherwise, you will lose some "repair points". Lock Kit: Use it to open a locked door. Did not see any difference between a 100% kit and not 100% kit. Though too low ( like 50% ) might cause problem. If you fail to open a door, the condition of the Kit will drop a little bit. Rock: Has many usages. Throw it to get the attention of enemy or trigger a trap. If the enemies did not find you, they might go to the location of the "Rock" to check it out. You can ambush them then. A "Rock" can also be thrown into a closed door. Bad guys may come out of the door. This thing is not that good in HARDER level since the enemies have better AI in this level. Silencer: Attached with Colt .45 or 9mm Beretta. Will reduce the sound of the gun shot. Other enemies might not hear the battle here. Note: A modified .357 Magnum can use this device too. Sniper Scope: Attached with 9mm Beretta, .357 Magnum, .12G Rifle, M14, and M16. Will provide more precise shooting ( I guess ). Note: A modified Colt .45 can use it. Metal Detector: Can detect underground items ( most of the time ). Has a limited range ( 2-3 squares away ). Wall Probe: Can hear and determine the status of the enemy in the other side of the wall. May detect enemy TWO walls away! Sometimes might hear the important message! Note: It could make mistake ( maybe a bug ). I once detect a never exist enemy! Crowbar: Used to open Crates and Chest. Sometimes for the door ( not sure about this one ). Need stronger, healthier, and more breath ( BLUE BAR ) mercenary to do it. Will deteriorate graduately. Camera: To take pictures. It's just a decoration. You will never see the picture(s). Alarm Clock: Clock/Bug Detector. Could be only a decoration. 2-5 Pockets Vest: Provide the ability to carry item(s). Helmet: Provide 5% protection. Kevlar Helmet: Provide 10% protection. Kevlar Vest: Provide 20% protection on the body. The bullets hit the body most of the time! Spectra Shield: Provide 40% protection. Prevent damage from most hand gun and even "Shot Gun". Ultra Shield Vest: Provide 20% additional protection on the body. But, can not wear pocket vest at the same time. Can not combine with Compound-17. Compound-17: Combine with Armor will increase the protection of the armor by 50%. The armor becomes a "Treated Armor". Note: In order to provide a sufficient protection against a hand gun with a direct hit on the body, you need the protection up to about 25%. ( Minimum requirement: Treated Kevlar Vest ) But do remember, each hit will still reduce the condition of the armor and merc's breath. Chunk of Steel: Make a weapon becomes a modified one. Must let those "High Mechanical" skill merc do it. Note: Beware of the restriction. A merc with mechanical skill lower than 80 not only can't do it ( most of the time ), but will also damage the weapon. Sun Goggle: Provide better marksmanship(?). ( Dave's guess is that it doesn't improve marksmanship, so much as it prevents penalties from sun glare. I'm also guessing that damaged goggles also introduce a penalty. ) Gas Mask: Provide protection from Tear Gas or Mustard Gas. Glass Jar: Use to make "Molotov Cocktail". Gas Tank: Make "Molotov Cocktail" or "Eagle" items. Oil: Make "Molotov Cocktail" or "Eagle" items. Rag: Make "Molotov Cocktail" or "Eagle" items. Note: You will need a bomb dude to combine the following items ( the "Molotov Cocktail" and "Eagle" items ). Also, the sequence is very important! Correct sequence will usually create an item with better condition. Wrong sequence usually will create an item with worse condition. Molotov Cocktail: Glass Jar + Gas + Oil + Rag. Will work like a Grenade. Note: You can try to add "Oil" before "Gas", sometimes the product will deteoriate a little bit with this sequence. Eagle Fearball: Gas + Oil + Rag + Grenade. Must install like an Explosive. Double Grenade effect. Eagle Screamer: Gas + Oil + Rag + Tear Gas. Must install like Explosive. Double Tear Gas effect. Eagle Silencer: Gas + Oil + Rag + Stun Grenade. Must install like Explosive. Double Stun Grenade effect. Eagle Dog: Gas + Oil + Rag + Mustard Gas. Must install like Explosive. Double Mustard Gas effect. Grenade: Throw it for explosion purpose. Make direct damage. Will destroy a wooden door with direct hit. Tear Gas: Throw it to spread an area with tear gas. Will last 1 to 3 turns. Continuously inhaling it will cause the breath ( BLUE BAR ) to decrease. Won't work when "Gas Mask" is used. Stun Grenade: Throw it for slight explosion ( -1 HP ) and reduce nearly 50% breath! Won't damage the armors or weapons. A immediate second one will cause the victim to lose their breath for several turns ( so they will lie on the ground ). Mustard Gas: Throw it will explode like a "Grenade". Also, will cause some kind of continuous damage like "Tear Gas" or something like that. "Gas Mask" can prevent the damage from the second part, but not sure about the explosion part. It won't blow away wooden door like a normal "Grenade". Detonator: Will make the LIVE "Explosive" or "C4" ( Plastic Explosive ). Explosive: Must combine "Detonator" to work. C4: Plastic Explosive, must combine "Detonator" to work. Live Explosive: Explosive + Detonator. Need to set and wait a short time. Will destroy metal door, wall, and tree. Live Plastic: C4 + Detonator. Works like "Live Explosive". Can't tell the difference ( waterproof? ). Mine: Install to the ground. Knife: Use to kill the opponent next to a mercenary. Mercenaries will try to use it when he/she was attacked by water snake no matter this item is in his/her main hand or not. Caution: If the "Knife" is not in his/her main hand when attacked by water snake, it will take about 1 - 2 extra rounds to get the "Knife" to the main hand. This could be detrimental! Combat Knife: Better knife than Knife. ( How good? ) S & W .38 Revolver: Worst gun you can get. Need a lot of APs. .38 ammo: 6 bullets box. Colt .45: Much better weapon in early stage. But, not good enough. Can use "Silencer". A "modified Colt .45" can use "Sniper Scope". .45 ammo: 6 bullets clip. 9mm Beretta: Best all around handgun. Shoot faster and better. Can use it in short range even in Sector 1. Can use either "Silencer" or "Sniper Scope". 9mm ammo: 15 bullets clip. .357 Magnum: Most powerful handgun. Can use "Sniper Scope". But a "modified Magnum" can also use a "Silencer". .357 ammo: 10 bullets box. .12G Shot Gun: Good when your enemies are still using handguns. .12G ammo: 6 bullets box. .12G Rifle: Better in early stage. Can replace ".12G Shot Gun". Can use "Sniper Scope". Use the same ammos as "Shot Gun". Note: As my note in sectors, this thing will show up when you can get the ".12G Shot Gun". That makes the "SG" almost useless. M14: Next to the best weapon. Can use "Sniper Scope". M14 ammo: 20 bullets clip. M16: Best weapon. Can use "Sniper Scope". Sometimes, a "modified M16" could make damage even when the opponent is wearing a "Spectra Shield" or "Ultra shield". Only the "Treated Spectra Shield" can sometimes prevent the damage from this baby. M16 ammo: 20 bullets clip. Lab Coat: Let you know that Brenda is already been kidnapped. Put the lab coat in your main hand, then you will see a note. If you did not bring it back to compound ( just bring the note ), Jack will not act like Brenda is kidnapped. He will think she is only missing ( a bug ). Blouse: Let you know Brenda is nearby. Bloody Bra: Let you know Brenda is here ( in this sector ). Don't know why they use a bloody "BRA"? Note: "Lab Coat", "Blouse", and "Bloody Bra" can be used like "Rag" in those combined items. Paper: Give you some hints about the game. Not very important. You can ignore all of these and still finish the game. Combine the 3 torn pieces will give you a combination to open the safe with Brenda's Journal. Pomillia Flowers: These flowers are the source of the "Antidote" for the virus of the Fallow Trees. Brenda can make the "Antidote" from one of the flowers if you still do not have the "Antidote". That will take 3 whole days to stop the virus. Antidote: Will stop the virus of the Fallow Trees. You can find this in S42. If you did not find it, then Brenda will try to re-create this from any of your "Pomillia Flowers". Money: $$$ will automatically added to your pool at the end of the day. If a mercenary carry too much money, then he/she might leave your team for a NICE vacation. You won't be able to re-hire him/her within ( approximately ) two weeks. Special Note: There are some special items like, "SmokeBall", "Eagle SmokeBall", "Gas Detector" via editor. I have no idea of what are these and how to find/use them. V. Sectors Information: General Notes: (1) This section is nearly complete. There are still some items that I forgot to record, but most of them are here. (2) "*" in front of a sector means this sector may have some important object(s) or mission(s) at that stage. Which means, the object(s) may not be important later in the game. (3) The entry position of the sector is written in abbreviated form. "N/S" means I think either from "North" or "South" doesn't make any difference, although I feel N is better than S. "N-W" means from "North" but had better in the "western" part which means actually: "NW". You may have different opinions. This information is only for reference. ( These are purely my own opinions. ) (4) All the "Crates" and "Boxes" ( those yellow ones ) will be counted as "Crates". I did not list the "Drawers". Some of the "Crates" are actually empty, I still list them because it is a little bit difficult to remember which one is empty :P. I don't want to confuse all of you because I can not remember all of them. (5) Items in the "parentheses" means they should be found in the crates. Others they should be in open area, drawer, or maybe hidden under a bed, a table, a coat, or debris. Some important items listed in the sector with a "B" in "parentheses" right behind these item(s) means you MAY get them by killing bad guys ( dropped items ). (6) "Traps" means both "Mines" and "Detonators". ( You should understand what I mean. ) (7) All the keys are not so important so I did not list any of them. So does those 2, 3, 4, or 5 pockets vest. But I will try to get these information ( 4 or 5 pockets vest ) listed. (8) I may miss some of the "1st Aid Kit" or "Medical Kit" because you will find a lot of them as the game proceeding. Just keep searching the switch box on the wall and you will find a lot. Unless you are "Dr. Death", you don't really need so many kits. Version 1.0 has less "Medical Kits", so this could be another story. (9) The condition of the items are not so important so I did not list all of them. (10) In FAQ version 2.3, I added the suggested special items for each sector. Sectors Information: S60: Helmet, Tool Kit, Knife, 4 Pockets Vest, Crowbar, S & W .38, and 10 .38 ammos. *S59: 6 Crates ( Lock Kit, 2 .45 ammos, Wall Probe, 92% Kevlar Vest, 2 empty Crates ), 3 Crates in larger island ( 68% Grenade, 2 .38 ammos, 30% Helmet ), Crowbar ( in SE corner ). ( E/N ) Note: If you did not find Micropurifier in Sector 50, then it should ( most likely ) be in this Sector. S58: 3 Crates ( 3 .38 ammos, 2 .45 ammos ), Crowbar, Rock, Metal Detector ( B ). ( N ) Suggestion: Crowbar. S57: 1 Crate ( Tear Gas ), Extended Ears ( B ), Wall Probe ( B ). ( E/N ) Note: If there are 3 or less than 3 enemies, then the "Extended Ears" may not be available. Also, very dangerous to open the doors in this sector. Suggestion: 2 Grenades or Live Explosives, Lock Kit ( but I won't use it ). S56: 3 outside Crates ( C4, Live Explosive, 2 Grenades ), 4 inside Crates ( Camo, C-17, Metal Detector, 2 9mm ammos ), Rock, Ultra Shield Vest. ( E/N ) Note: Though the second door is not locked, you may need a "Grenade" or "Explosive" to open it without getting any of your mercs shot. Even you had opened the door without being shot ( e.g., using "Magic" ), as long as your merc started to shoot or move, the enemies will interrupt and start shooting like crazy. Suggestion: Live Explosive, Crowbar, Lock Kit. S55: 1 Crate ( Sun Goggle ), Rug, Med Kit, Spectra Shield ( B ). ( N-E ) Note: You need at least 1 "Grenade" to take care of those bad guys in SE corner. Otherwise, ... ( you will know what I mean ). Also, have someone swimmed to the central island from East maybe helpful. Suggestion: Grenade. *S54: Third Processing Plant. 3 Crates ( 2 C-17, Tool Kit, Med Kit ), Kevlar Helmet, Lock Kit ( B ), Mod. Beretta ( B ), 1st Aid, 2 glass jars. Search the tree for detonator, Search the processing unit for 2 more C4s. ( N/E-S ) Note: You should use an explosive to get the bag guy in the NW room. This bad guy may have a "Remote Control". Also, if you have brought more explosive, it will be easier to get the two bad guys behind SE door. Suggestion: Live Explosive ( 2 of them will be better ), Wall Probe ( to determine whether the NW room bad guy is there or not ), Lock Kit. S53: 5 Crates ( 1+1+1+1 Mines, Explosive ), Crowbar, Mod. Magnum ( B ), Chunk of Steel. Traps in west of bridge and west of island. ( W ) Note: May need explosive to open some doors safely. Suggestion: Live Explosive, Crowbar, Wall Probe, Lock Kit. S52: 4 Crates ( 4 money total: $3,780, Spectra Shield, Kevlar Helmet ). ( W ) Suggestion: Crowbar, Wall Probe, Lock Kit. *S51: 3 Crates ( M16, Metal Detector ), 4 groups of traps ( at least 47 ). ( N ) Note: Most of the traps are lined up, so it is very easy to detect them. Suggestion: Crowbar, Metal Detector ( 2 will be better ). *S50: Micropurifier ( B ), 6 Crates ( .45 ammos, 2+3 .38 ammos, 4 Pockets Vest, Colt .45 ), Helmet ( B ), Rock. Beretta ( B, in HARDER level only ). ( S ) Note: Sometimes you did not find the "Micropurifier" in this sector. In such case, just take Sector 59. It will be there. Carsten Engelmann said he found this thing in S49 in one of his game. I think this is just a very rare case. *S49: 2 outside Crates ( Grenades, Colt .45 ), 13 inside Crates in two rooms ( Knife, 1+1 5-Pocket Vest, 4-Pocket Vest, 2+1 .38 ammos, 2 .45 ammos ), Chunk of Steel. ( E-S/S-E ) Note: Save this Chunk of Steel for the Magnum found in S40. Suggestion: Wall Probe, Rock, ( maybe ) Grenade, Lock Kit. S48: 2 outside Crates ( .12G Shot Gun, Live Plastic ), 12 inside Crates ( but 2 of them are actually traps; 1+1 .45 ammos, 9mm ammo, 68% Colt .45, 1st Aid ), Glass Jar ( second house in the left ). ( N-E ) Note: There are a lot of "Detonators" near the Crate of "SG". Had better let these traps blow off before you send in the guards. The time for all the traps to go off will be very long ( no matter it is in real time mode or combat mode ). Also, 2 "Live Explosives" in the crates are actually traps. Nobody can disarm them! Even "Mike" cannot do it! Suggestion: Rock, Crowbar, Lock Kit ( not necessary ). S47: 3 Crates ( Tool Kit, 9mm Beretta ), 1/3 of the combination for the safe ( hidden in a vase ), C-17 ( B ), $100 ( B ), 1st Aid. Lots of traps in the west of this sector ( at least 20 ). ( S/E/N ) Suggestion: Metal Detectors, Crowbar, Lock Kit, Live Explosive. *S46: 2 Chunk of Steel, Crowbar, Rock, Sniper Scope ( B ), 4 Gas Tanks, $50 ( B ), a .12G Shot Gun in an open crate. ( N-W/E/S ) Note 1: Peter Kuesters says Ver 1.0 has 3 "Chunk of Steel". Note 2: Version 1.13 has 4 "Chunk of steel" ( 3 in open area, the other one was hindden nearby )!!! S45: 4 Crates in north building ( 4 .38 ammos, .12G ammo, 3 .357 ammos ), 1 Crate in south building eastern part ( Gas Mask ), 7 Crates in its western part ( 2 .12G ammos, 2 .357 ammos, 2 9mm ammos, Mustard, Metal detector, Explosive ), C-17 ( B ), 1st Aid, Beer, Canteen. Lots of Traps in north part, at least 8 behind the northern building, more than 10 in the NW part. ( E-S ) Suggestion: Metal Detectors, Lock Kit, Crowbar, Wall Probe, 2 Live Explosives. S44: 2 north outside Crates ( Spectra Shields ), 3 south outside Crates ( 1+1 Explosive, Detonator ), 4 inside Crates ( Glass Jar, Gas, 1+1 Oil ), 2 50% Camo ( B, same guy usually drop Stun Grenade as well ), 2/3 of the combination for safe ( B ). ( S/N ) Suggestion: Crowbar, Wall Probe, Live Explosive, Lock Kit, Canteen. S43: Kevlar Vest ( B ), Kevlar Helmet ( B ). ( N/E ) *S42: 6 outside Crates in SW corner ( Mine, Explosive, Live Plastic, Sniper Scope, Silencer, Stun Grenade ), 4 inside Crates in western building ( M14, 4 M14 ammos, 3 Tear Gas, 3 9mm ammos ), 2 inside Crates in eastern building ( Metal Detector, "The Antidote" or Spectra Shield ), Crowbar, 1+1 Oil, Rug, Rock. ( N-W/E-S ) Note: You will need a lot of time to take this one. You may want to use two "Explosives" to open a passageway from South. Also, a lot of bad guys will drop many goodies in this sector. 3 trap ( mines ) north of the bridage. The Crates with M14 & M14 ammos are very tight! Use guys with more than 90 Health and full breath to open them. Even "Magic" ( 90 HP ) could not open them with 95% breath! Suggestion: Crowbars, Metal Detector, 2-3 Grenades, 2-3 Live Explosives, Rock, Lock Kit. *S41: 3 Crates ( M16, 2 Sniper Scopes ). Lots of traps all over the places. Had better use more than 1 Metal Detector. ( N ) Suggestion: 2-3 Metal Detectors, Crowbar. *S40: 5 inside Crates ( 9mm Beretta, 2 9mm ammos, Combat Knife, Colt .45 ), 3 outside Crates ( 3 .38 ammos, 3 .45 ammos, 5-poclet Vest ), 1 outside Crate on island ( 4 .357 ammos with booby-trap ), .357 magnum near that island, Canteen, Med Kit ( in yellow box ). Last 2 items in the locked ( padlock ) room, the key is lying on the floor. ( S ) Note 1: Take this sector on Day 1 will make your life easier. Especially for those who are playing in HARDER level. This sector is a key point for Day 1. If you can take it, not only there will be 13 trees available for tapping for day 2, but the workers' number will be 70 instead of 60. This means you can put 31 Guards after the Tappers. Save your first "Chunk of Steel" ( in S49 ) for this ".357 Magnum". Its ammos (4) are in the crate on island ( beware of the trap with these ammos ). Note 2: There is a bad guy in this sector who can throw "Grenades" on you. Be very patient and careful. This sector has 8 bad guys even on day 1 for HARDER level, so it is very difficult to take it with those crapy .38 revolver at that time. Suggestion: Crowbar, Wall Probe, Lock Kit, ( maybe ) Grenade. S39: 3 outside Crates ( Grenade, 3 .38 ammos ), 4 inside Crates ( 2 .45 ammos. 4 .357 ammos, 4 .38 ammos ), Metal Detectors ( B ), $670 ( B ). 5 Traps ( Detonators ). ( S-W/E-N ) Note: If you already know the position of those 5 traps, then you can try to enter this sector from E-S. This will be better than E-N. Fidel can recognize the two traps near south bridge without using "Metal Detector". Suggestion: Metal Detector, Crowbar, Wall Probe, ( maybe ) Grenade, Lock Kit. S38: .357 Magnum, Sun Goggle, Kevlar Vest & Kevlar Helmet, 2 1st Aids. ( N-W/E-N ) Note: This is probably the first sector that you met an enemy with long range weapons ( .12G SG ), be careful. And, if you are lucky, this bad guy might leave some .12G ammos. Suggestion: Wall Probe, Lock Kit. *S37: 5 Crates ( 1+1+1+1 Silencers, 3 9mm ammos ), .12G Rifle in woods, Crowbar, Metal Detector ( hidden in bed ), Rock. ( E ) Note: Use a "Grenade" or "Explosive" to subdue the bad guys behind the metal door then ( open the door and ) shoot them. Suggestion: Crowbar, Live Explosive or Grenade, Wall Probe, Lock Kit. *S36: 3 Crates ( Camo in a boobytrap crate, Sniper Scope ), $50. ( E-N ) Note: IN THE MORNING of day 9, there will be 8 additional Crates. These special items include: .12G Shot Gun, 1+1 .357 Magnum, 2 Grenades, Mine, Oil, and Ammos ( .357 and maybe .12G ). Suggestion: Crowbar, Wall Probe, Live Explosive, Lock Kit. S35: Ultra Shield Vest ( B ), Camo ( B ). Traps in South. ( E/N/W ) Suggestion: ( maybe ) Grenade. *S34: 8 Crates ( M14, Kevlar Helmet, 4 9mm ammos, Live Plastic, Gas Mask ), M14 ammos ( B, the bad guy hanging aroung those crates usually will drop couple M14 ammos ). ( S/E ) Note: Need to enter this sector at least twice. Suggestion: Rock, Crowbar, Grenade, Canteens. *S33: 4 outside Crates ( M14, Explosive, Oil ), 5 inside Crates in SE building ( Tool Kit, 2 Tear Gas, Gas Mask, 2 M16 ammos trapped ), 1+1+1 Canteens, Hervo's Note ( about the baby Fallow Tree ), Crowbar, 1st Aid, Rug, C-17 ( B ). 6 Traps in west of island ( surrounding the detonator ). South bridge has a trap, must trigger it by walking through it once to prevent accidental injury ( of your guys ). ( E/S ) Suggestion: Lock Kit, Metal Detector, ( maybe ) Grenade or Explosive. S32: 2 Crates ( 2 C-17, Explosive ), 5 Canteens, 3 .12G ammos, Glass jar, 2 Gas, Spectra Shield ( B ), 3/3 of Combination for the safe. Traps between houses and to the west & south. ( E ) Note: A lot of bad guys will start to drop different kinds of ammos, grenades, and they will be pretty difficult to kill. Some of them can withstand many ( modified ) M14 or .12G Rifle shots without been killed. Suggestion: Wall Probe, Metal Detectors, Live Explosive, Lock Kit, Crowbar. *S31: Fourth Processing Plant. 5 Crates ( $200, C-17, Gas, the other two are empty ), Colt .45. ( E ) Note: First crate ( Gas ) in the room with 3 crates has trap. This trap can only be found by "Mike". I had tried "Magic", "Fidel", "Scully", and "Ivan", they all got toasted. Suggestion: Wall Probe, Lock Kit, ( maybe ) Explosives. *S30: Water Poisoning mission. 3 outside Crates ( Kevlar Helmet, 2 .45 ammos ), 6 inside Crates ( Helmet, $250, .357 ammo, 2 .38 ammos ), Gas Tank, 2 Glass Jars, Extended Ears ( B ), Silencer ( B, may also drop some 9mm ammos with this guy ), hidden $300 under table. ( W-S ) Note: Don't enter this sector from W-N, it is too dangeous. Suggestion: Wall Probe, Lock Kit, Crowbar. *S29: Water Poisoning mission. 6 Crates ( 2 Grenades, Med Kit, Canteen, Explosive, 1+2 .45 ammos ), $250 ( B ). ( S-middle/S-W; west of river ) Suggestion: Grenade(s), Crowbar. *S28: Brenda's new lab. $3,000 hidden in "three corners" ( must use Metal Detector ). 8 Crates in a locked room ( Beretta, Colt .45, Lock Kit, Medit Kit, 1st Aid ), 5 open Crates ( Wall Probe ). 1+1 Rug, Oil, 1+1 .45 ammo, Glass Jar, 9mm ammo ( B ). ( E/S ) Note 1: Most annoying sector in the game. Had better take it later in the game. ( Because of Brenda Rescue mission. ) Note 2: After you take this sector, "Jack" will give you $5,000 for your reward ( at the end of NEXT day )! Note 3: Don't try to get into the room with 8 Crates from South. Even "Magic" can not open it!!! Suggestion: Wall Probe, Metal Detector, Live Explosive, Rock. *S27: Second Processing Plant. 3 Crates in NE building ( M14 ammo, 2 .357 ammos, 4 9mm ammo ), 1 Crate in south builing ( $100 ), C-17, Camo, Med Kit, Spectra Shield ( B ), 2 Glass Jars, Rock. Search the wall for Detonator, Search the processing unit for C4. ( S ) Note: Need lots of "Silencers" ( from S37 ). There might be a second "Detonator" or "Remote Control" in this sector ( see Q & As ). Suggestion: Wall Probe, Crowbar, Lock Kit, ( maybe ) Grenade. S26: 4 outside Crates ( .357 ammo, 2 .45 ammos, 3 .38 ammos ), 5 inside Crates ( 3 9mm ammos, Detonator, 3 .12G ammos, Wall Probe ), Extended Ears, .357 Magnum ( B ). Search the wall for another Detonator. ( S ) Note: Bridges will explode. The "Detonator" is in the building. But, this just like the processing plant mission: disarm the "Detonator" does not guarantee the bridge won't explode. Suggestion: Crowbar, Lock Kit, ( maybe ) Wall Probe and Explosive. S25: 5 Crates ( 1+1 Explosives, 2 Grenades, Sniper Scope, Sun Goggle ), Chunk of Steel, Compound-17 ( B ). ( N-E/E/S ) Note 1: Need a lot of times to take this sector. Note 2: Version 1.13 does not have "Chunk of Steel". Suggestion: Crowbar, ( maybe ) Grenade. *S24: Brenda is HERE! 1 insdie Crate in south building ( 3 Stun Grenades ), 3 outside Crates behind south building ( 1+1 Explosive, Detonator ), 1 inside Crate in north building ( Gas Mask ), Detonator, Beer, 1st Aid, Sun Goggle. ( S/N ) Note: Bridge will explode. Bad guys in northern building are responsible for this. Suggestion: Lock Kit, Wall Probe, Explosive. *S23: Head Stone in island! 13 Crates ( M16, 1+1+1+1 Mines, 2 Detonators ), 4 Live Plastic. Search wall for another Detonator. Traps in islands and near bridges. ( E-N then N-W, twice ) Note: Best way to get the "Head Stone" is swimming to the NE island. May need 2 "Explosives" to take care of the bad guys staying inside the 2 northern buildings. Suggestion: Metal Detector, 2-3 Explosives, Crowbar. S22: 1st Aid, $300, Chunk of Steel in island. Lots of traps near shore line. ( S ) Note: In version 1.13, there is no "Chunk of Steel". Suggestion: Wall Probe, Metal Detectors, Lock Kit, 1-2 Explosives. S21: 4 Crates ( Detonator, C4, 1+1 C-17 ), $10 ( B ). ( E ) Suggestion: Crowbar. S20: 6 Crates ( Spectra Shield, Kevlar Vest, 1+1 Detonators ), $30 ( B ), 1st Aid ( B ), Stun Grenade ( B ). 1 Trap ( I only found this trap once, in open area south of woods ). ( S-E ) Suggestion: Crowbar, ( maybe ) Grenade. S19: 3 north inside Crates ( 4+3 .38 ammos ), 4 south inside Crates ( 3+1 .45 ammos, $800 ), outside Crate ( on island: 83% 9mm Beretta with a 78% silencer! ), Explosive ( on island ), Crowbar ( north house ), Gas Tank ( east house ), C-17 under table, Rock ( both in south house ), Spectra Shield ( B ). ( E/N/S ) Suggestion: Crowbar, Wall Probe, 1-2 Explosives ( or Grenades ). S18: Kevlar Vest ( B ), Kevlar Helmet ( B ). ( W-S ) Note: The replacement information came from Dave. You needed to get to that sector in the MORNING of D17! Not D16! The Crates are at the east of the sector: 1 M14, M14 ammo; 12G rifle ( maybe 2 of them ); 2 12G shotgun; 5+3 shotgun shells (total 8); .357 magnum + ammo; + maybe something else. S17: 6 Crates in western building ( Beretta with silencer, 2 .357 ammos, 4 9mm ammos, Chunk of Steel, C-17, 2 Grenades ), 3 Crates in eastern building ( Metal Detector, Wall Probe, Tool Kit ), 2 Gas Tank, Oil, 1st Aid, Med Kit, Rug. 6 Traps in northern woods. ( W ) Suggestion: Metal Detector, Wall Probe, Lock Kit, Crowbar, 2-3 Explosives. S16: Extended Ears ( B ). Nothing in huts. ( S ) S15: 2 Crates in western building ( Extended Ears, Sniper Scope ), 1 Crate in NE building ( Oil ), 2 Crowbars ( 1 hidden in bed in 2nd eastern building ), 1st Aid, .12G Rifle ( hidden in bed in NW room of western building ), 3 .357 ammos, Oil. ( E/S ) Note 1: May need "Explosive" or "Grenade" to open the padlock door safely. Note 2: The Crate with "Extended Ears" will need a very strong guy to open it. With health at 85 is still not good enough! Suggestion: Wall Probe, Lock Kit, Crowbar, 2-3 Explosives. S14: 9 Crates ( 1+1+1+1+1+1 Mines, Metal Detector, 1+1 Explosive ). ( N-E/E-N ) Note: Use "Explosive" to blow the trees away. Suggestion: Crowbar, 2 Explosives. S13: 8 Crates ( 4 M16 Ammos, Grenade, Sniper Scope, Live Plastic, Kevlar Helmet, Camo ). .357b Magnum, 4 money ( $1,550 total, 3 in the clothes hang on the wall, 1 in Drawer ), Glass jar. ( W-N ) Note: May need "Rock" to lure the bad guy out from western entrance. Beware of the bad guy in the south room! Don't check the Drawer until this bad guy is gone. Suggestion: Wall Probe, Lock Kit, Crowbar, 2 Explosives. *S12: Scientific Journal in NW corner of building! 7 Crates ( Rug, 1st Aid, Camo, C-17 ), Med kit, Tool kit, 2 Gas, 3 Glass Jars, Oil, Search wall for another Detonator. ( W/S-W ) Suggestion: Wall Probe, Lock Kit, 1-2 Explosives, Combination for the safe. S11: Nothing but bad guys. ( S-W ) *S10: 2 Crates ( $510, Gas Mask ), C-17, Crowbar, Oil. 3 Traps that will open a passageway to another 3 Crates ( M14 & M14 ammo, Explosive in the open crate )! ( S ) Note: You may need 1 Explosive to open the door if you did not get the padlock key ( from S20 ). Don't think anybody in your team can open it at this time, unless you let "Speck" or "Magic" do it. Eastern building's padlock key is in the other side of the same building. Another bad guy in this sector should have the padlock key to the door inside the building with Crates. Suggestion: Rock, Wall Probe, Lock Kit, Grenade or Explosive. S9: Sniper Scope ( B ), Stun Grenade ( B ), Sun Goggle ( B ), some .45 ammos ( B ). ( E/S ) *S8: 4 Pomillia Flowers ( source of the Antedote ). .357 Magnum ( B ), Metal Detector ( B ). ( S ) S7: 6 $$$ ( total: $2,230 ) 3 in NW island, 1 in NE island, 2 in middle island in the east. $400 ( B ), .12G Rifle ( B ), Lock Kit ( B ). ( W/S ) Note: Peter said the "Antidote" might be in this sector. S6: Oil in SE hut. ( S-W ) S5: 1 Crate ( Metal Detector ). M14 ( B, trapped! ), $50, Rug. ( S ) Suggestion: Lock Kit. S4: Nothing but bad guys. Never wait until Day 31. ( E ) S3: 8 Crates ( M14, M16, 2 M14 ammos, 3 M16 ammos, Silencer, 1+1 Chunk of Steel, Live Plastic ), Tool Kit, 2 Gas. Many traps outside. ( S ) Note: Trust me, there is nothing worthy outside. Get into the building and get out of this sector ASAP. Suggestion: 2-3 Metal Detectors, Wall Probe, Lock Kit, Grenade, 1-2 Explosives. S2: 11 inside Crates ( 1+1 M16, ammos, 1+1 C-17, Sniper Scope, Chunk of Steel ), 6 north outside Crates ( Live Plastic, C4, Explosive, 1+1 Mines ), 4 south outside Crates ( 1+1 Tear gas, Grenade ), 1st Aid. The switch boxes on wall have traps! ( E ) Note: I always "open" a door from east, then ambush the bad guys there. Suggestion: 2-4 Explosives, Lock Kit, Crowbar. S1: 3 Crates ( Spectra Shields, C-17, Kevlar Helmet ). ( E/S-E ) Note: Need a lot of "Grenades" ( all kinds ), "Explosives" and anything you have. The number of the bad guys is near unlimited unless you manage to get into the room with the eastern door. Fallow Sappling is in the NW corner in Santino's room. You have 3 turns ( actually more like 2.5 turns ) to retrieve it before the bombs blew it. You will need a healthy fast guy to get it. Get this "Fallow Sappling" is NOT important! Suggestion: All kinds of your Grenades, more than 4 Explosives. VI. Q & As Questions List: (1) How to prevent "Rescue Brenda" mission? (2) What is the benefit of rescuing Brenda? (3) Is there a good strategic to save Brenda? (4) How to know which sector has processing plant? (5) How to take processing plant without being sabotaged? (6) Where are those "Detonators" & "Remote Control" guy ( and the position of the C4 Explosives in the processing units )? (7) What is the "Water Poisoning" mission? (8) What is "Fallow Tree Dying" ( Plague ) mission? (9) Can I throw a Grenade over a tree? Into a building? (10) Why there are not many Natives willing to work for me? What can I do? (11) I am running out of MONEY, what can I do? (12) "Dynamic Lab" just drop the price of the sapping, what can I do? (13) Is there any good strategic about the order of taking the sectors? (14) Is the number of enemies unlimited in Sector 1? (15) Why my guys can not open a Crate? (16) What is the max. sectors taken in 1 day? Which level? (17) How many game days do you need to finish the game? (18) What is the best starting team? (19) Who will not work with whom? What are the interaction between these Mercenaries? (20) How can I determine whether my merc can shoot at the bad guys or not? (21) Can I shoot through the wall, trees, bushes? (22) How can I use "Fidel" more effectively? He always refuse to take cover. (23) Is "Max. Aim" necessary? (24) Is "CROUCH" necessary? (25) How come the condition of my equipment drop so fast? (26) What to do with those "Useless" items? (27) What happen with the equipment with those fire/quit mercs? (28) What's the difference between "M14" & "M16"? (29) When will the gun becomes "Jammed"? How can I fix it? (30) What is the difference between the different difficulty level? (31) Can I re-hire the merc who takes the money and run away? (32) Can I prevent Santino from suicide so that I can let somebody kill him with knife? (33) How can I get the "Fallow Sappling"? (34) What does Ivan say? (35) Can I buy equipment? Is there enough bullets to use in the game? (36) How can you win/lose the game? (37) How are action points calculated? (38) I don't want to try out all mercs but I would like to hear their voices. How do I get it ? (39) What is the difference between experience levels? (40) What are the information in those Encrypted Notes? (41) How to install the DEMO version of this game? It just keep asking me for a disk. (42) Should I use a native guide? Whom should I use? (43) I don't want to fire mercenay so I just let him/her killed. That seems to be a better idea than getting complain by firing him/her. Is this good? (44) Can enemy attack my sectors across the water? (45) Do I need to put guards in all of my sectors? Is it necessary to always put 8 guards in my sectors? (46) Sometimes, the enemy sector has less than 8 guards even it is late in the game. How can this happen? (47) How to find those items hidden behind a tree? (48) What is the factor that influence the performance of my work? (49) Why the condition of the item degrades after I combine it with something else? (50) The items are too many, I can not carry all of them. What can I do? (51) Can I heal a guard? (52) Can I heal the enemy? (53) Some of the guards is not in perfect condition. Can I replace them? (54) Did Brenda leave any message for you after been kidnapped? (55) Is there any "official cheat" or "bug" in the game? (56) Is there any recipes for combining items? (57) Can I change the difficulty setting after I start the game? How can I check what level I am playing? (58) There are too many keys, what can I do? (59) How can I know whether there is a window in the side of the building that I can not see? What can I do? (60) What is the "three corners" Elio mentioned in sector 30? (61) Does the computer ( program ) cheats? Why the computer keeps winning in sector 28? (62) How to get the M14 in sector 10? (63) What is the equation of the "Repair Points"? What does it means? (64) What is the equation of the "Doctor Points"? What does it means? (65) What is the factor to determine the "Interrupt" situation? (66) What are the randomness of the game? (67) How to get Brenda's Journal? (68) How come the items after combined have degraded? (69) What is the target's priority of the enemies? (70) What are the chances for a mechanice to pick a locked door? (71) Will the second hand holding an object influence the accuracy of the mercenary? (72) What is the order of the healing when you assign "Doctor" and "Patient" at the beginning of the day? (73) Any hints given in the game for those special events ( quests )? (74) Humors in the game. Answers: (1) How to prevent "Rescue Brenda" mission? A: There are 2 ways: (1) Don't let enemy take this sector after you have taken it. Whatever mean method you use will be fine. (2) Re-take the sector before the day is over. You won't get this mission unless you let the enemies control the sector for that night. But, why don't you do this rescue mission? See Question #2. (2) What is the benefit of rescuing Brenda? A: A lot of $$$$$$$$$. I guess this is based on the amount of your starting fund. $15,000 for the HARDER level. I don't know whether the reward will be greater in EASY or NORMAL or not. (3) Is there a good strategic to save Brenda? A: Let "Magic" or whoever can pick the lock swim across the water to the door behind south building. Let him/ her open the door. There will be a Crate with 3 "Stun Grenades" and another door. Open this door, then you will find Brenda. Note: One of your guy will "Escort" Brenda back to compound. That means he will not join your team for the rest of the day. I don't know who will "Escort". Maybe the most expensive guy in your team. "Magic" always volunteers to do this in my game :). (4) How to know which sector has processing plant? A: Hit the green TREE button at the beginning of the day. I hate this because the document did not say it. I found this by accident. (5) How to take processing plant without being sabotaged? A: You need a lot of "Silencers" and you need to kill whichever enemy you have encountered immediately. Do not fire while enemy is moving ( the INTERRUPT situation ). If enemy is still alive after you shoot him, he will let the other guys know that you are there. Each processing plant has 1 "Detonator" and a "Remote Control". Please refer to Question #5 for detail information. The "Remote Control" is an IMAGINARY device held by a specific enemy in that sector. If you get that guy first, then the only threat will be the "Detonator". Some people just disarm the "Detonator" and keep using weapons without "Silencers". Nothing happened. Guess that was because the "Remote Control" guy was killed before that. After I did some experiment with second processing plant, I have a new idea about this. If you disarm the "Detonator" successfully, you can let the enemies find your existance in one condition: the guys been found are far from the position of the "Detonator"! If the enemies find your guy ( first encounter ) near the "Detonator", then they might "think" the way to the "Detonator" is blocked! In such case, the program seems to be cheating in letting the enemy use the "Remote Control" to activate the "C4(s)" in the plant. ( No matter you had disarmed the "Detonator" or not. ) If enemy finds your guys in the other side of the sector, then they will stupidily think they are still safe to activate the "Detonator". In that way, you can just let your hidden mercs kill those enemies one by one. Additional note: If you can find and disarm all the "C4s", then you don't need to worry about it at all. (6) Where are those Detonators & "Remote Control" guy ( and the position of the C4 Explosives in the processing units )? A: Here are some graphics about the "Detonators": The "Detonator" for 2nd Processing Plant ( NE building ): ******* D = door * * * = wall * * 1 search north wall here to detect "Detonator" **D**** *1 * * * **D** ( Info provided by Peter ) The "Detonator" in the sector with the bridges ( S26 ): small house in the NW: ******** * * 1 search west wall to detect "Detonator" *1 * * * * **** * * D **D***** ( Info provided by Peter ) The "Detonator" for the bridges ( S23 ): the SE-building: **** * * 1 search west wall to detect "Detonator" D * * * *1 * **** ( Info provided by Peter ) The "Detonator" of 3rd Processing Plant: If the coordinate of the wooden sign ( 3rd processing plant ) is ( 0, 0 ), then the detonator is on a tree to the NW of this sign. The coordinate will be ( -2, 3 ). ( Info provided by Carsten ) The "Detonator" for the safe ( S12 ): D I I I I I I =I I I D Door from East I I ===========I WWWWWWWWWXI <-- I ====D====D========I Bushes I W = Wall X = "Detonator" ( Info provided by Carsten ) The "Detonator" for the 4th plant ( Oct. 4, 1995 ): * 2 *<- east-wall of plant ***D****D**** * 1 * * ********** * * * * * * * 1 search north wall to detect "Detonator" 2 is the direction of the north entrance ( Info provided by Peter ) As for the "Remote Control" guy in the processing plant: 2nd Plant: The guy hides in the SW corner room with "Glass Jar". 3rd Plant: The guy hides in the NW corner room with 2 "C-17" in the Crate. 4th Plant: Can't tell. Probably the guy hides in the SW corner locked room or the in entrance of the left hand side door in the south. ( Note: These guys do not necessary stay at these positions! The room could be empty, then you can't tell who has the "Remote Control". Good Luck! You'll need it. ) Positions of the "C4 Explosives" in the processing units: 2nd Plant: Enter from door in the east, the first square with the processing unit. 3rd Plant: Coming from north, the second square. Also, the first square to block your way. ( I found 2 of them. ) 4th Plant: Here is the positions of all those "C4s": XXXXXX XXXOXX XXX X XXXX X: The processing units XXXO O: The unit with C4. XXX XXXX There are 4 "C4s" in 4th plant. XXXO XXO X XX XXX XXX ( Note: Although these "C4s" will be in near useless conditions, you can still combine them with "Detonator" at any condition and get a better one after that. ) (7) What is the "Water Poisoning" mission? A: I heard this before I got the game. So, I always arrange my team to take the lake before the end of day 3. I don't know what will happen if you do not take the lake after day 3. In this mission, you need to take BOTH sectors 29 & 30. There seems to be a bug in some version that when you take both S29 & S30 after day 2, Brenda will still ask you to do something because water is not right. I don't have this bug. But, other people had reported this. (8) What is "Fallow Tree Dying" ( Plague ) mission? A: Officially called "Virus Quest" in "Sir-Tech". Here are the info provided by Peter Kuesters: Some time after you take a certain sector ( someone said 55, but I really don't know which one ) a virus starts appearing. You can get rid of it either by bringing the "Pomillia Flowers" to Brenda or by recovering the "Antidote". The "Antidote" is in Sector 7, if you did not possess it before the virus started. It is in Sector 42, if you already possessed Sector 7 but not Sector 42. If you possess both sectors 7 and 42, the virus will probably never appear. Susi provides additional information: The program will triggers the event in either sector 55 or 25. If you did not possess these two sectors, then the event may not start. Here is another alternative to solve the problem: ( by ? ) Just use the explosive to blow the infested tree away then the virus won't spread. ( Surely this is not a scientific way. ) Note: After you explode the tree, it will be able to produce Fallow Sappler again. But I can not confirm this information. Comment from designer Alex: ( Sep. 3, 1995 ) Virus Quest: The trigger here is how MANY sectors you own, not any specific sector #. Also, there must be a sector in your posession that is one of only several where the virus may start, and Santino must own one of the sectors where he is able to hide the "Antidote". The last two conditions are generally not difficult to satisfy. The exact # I don't remember precisely, I believe it to be 30 ( half the island ). This MAY actually vary with the difficulty level ( less sectors at higher difficulty ) but in any event it's around 30. Experiment if you want to get the precise values!!! :-) Additional Note from Peter Kuesters ( Oct. 4, 1995 ): The "Antidote" may sometimes be in sector 52. ( So there are three sectors where you can look for it: 7, 42, 52) Note ( Mar. 28, 1997 ): Once I had to give up a sector late in a day to rescue "Brenda" because my funding was running low. So, I decided to give up a sector ( brought back a Quick Saved file and replayed it ) that day. There is a difference on the next morning: Virus Quest! So, the magic number of this one should be: 30 sectors or 54 trees. Of course, this was tested in HARDER level. Also, you may be confused by those "Pomillia Flowers" and the "Antidote". "Pomillia Flowers" is the source of the "Antidote". However, Brenda could not reproduce it at will if she did not have her Scientific Journal ( in S12, another tough one ). She will need two full days to make it, and another day to test it. So, you will lost 3 full days of production + 2-4 trees dying. The "Antidote" is a flash of liquid that Santino hided in some sectors. If you found it, Jack can use it immediately. That is a big difference. (9) Can I throw a Grenade over a tree? Into a building? A: You can throw a Grenade over trees. If there is an open path into a building, you will be able to throw it in. But, be warned! There is also a possibility that the Grenade will hit the wall, so ..... I am not sure whether you can throw it through a window or not. Even you can do it, that seems too risky. ( Just my opinion. ) Someone in the net mentioned that you can place the "Eagle" items in the window, then it will explode as if installed inside the house. The "Eagle Silencer" and "Eagle Screamer" seemed to be more effective than others in this case. I did not try this method but I accidentally placed an "Explosive" on a window once, the explosion occured inside the building and it did not break down the wall! Note from designer Alex: ( Sep. 3, 1995 ) Throwing "Grenade" into a building. I seem to remember that somebody once wrote that a "Grenade" thrown through an open door still explodes at the entrance just as if the door was closed. If this is so it is NOT intentional, and would be a ( minor ) bug in the code. Otherwise there's no reason you could not throw into buildings. Hmmm, now that I think about it, though, I believe there may be a bit of a "hack" in the code that does in fact prevent one from throwing from the outside into the inside. I recall something like that was necessary to prevent much more serioues problems involving throwing things over/through walls and we left it this way as the lesser of two evil. So if it's not letting people to throw from outdoors indoors, I believe this is a "feature" :-) Note: After reviewing this paragraph, I recalled I had this kind of problem in S37, north building. Fidel stand one step toward the west of the door in the left and he can not throw the "Grenade" to the east door. After restore the saved file, I let him stand at the door, and he can throw it to the east door. I think Alex is correct about the limitation. Also, I recalled several times my guys were throwing "Grenades" besided the wall and got toasted by doing this. The wall will block the way, but the tree won't. Additional Note from Peter Kuesters ( Oct. 4, 1995 ): Using an "eagle" on a wall is as effective and less dangerous than using it on a window. ( There seem to be weird walls in Metavira... ). (10) Why there are not many Natives willing to work for me? What can I do? A: Because you did not take care of business, so that the Natives still don't trust you. The number of sectors that you have taken, the number of the bad guys you have killed, the number of Natives that had died, all of these will contribute to the results. If such kind of situation happened, you can only "RAISE" the salary of the Natives to lure them to work for you. This is a one-way ticket, so I don't recommend this. The better way to do is taking more sectors then more Natives will be happy to work for you. This is why I said taking S40 on day 1 is so important. If you are playing on HARDER level, take 4 sectors on day 1 will give you 70 Natives on day 2. After you hire 39 tappers, you can still have 31 guards on day 2. That is really helpful. Then, day 3 will be even better after you take 3 or 4 more sectors on day 2. (11) I am running out of MONEY, what can I do? A: Please refer to the information of the sectors. Make sure you get all those $$$ in each sector. Once again, you had better take more sectors and gain more trees so that you can get more incomes. To do this, you probably want a team with high Marksmanship & high APs. Also, beware of the fact that more trees means more processing plants. And, this is the other thing you need to think about it. ( See Question #12 ) (12) "Dynamic Lab" just drop the price of the sapping, what can I do? A: There is nothing you can do to prevent this to happen. I think this event is triggered by time rather than whether you own the second processing plant or not. After several game days when Jack had told you about "Dynamic Lab", they will drop the price in 2-3 days. The only thing you can do is getting more TREEs. The more trees you own, the better chance that "Dynamic Lab" will raise the price again. They will raise the price by $20 each time. I believe the first raise will happen when you can process 80+ trees. That doesn't mean you OWN 80+ trees. You must be able to PROCESS 80+. Next raise will be 90+, and 100+. But, there seems to be a factor to allow the price raise in every other day. After you OWN EVERY trees in the island, they will raise the price back to $500 several days later. From the designer Alex Meduna <75162.2430@compuserve.com>: The "sapling price" quest ( Dynamic Labs ) is triggered principally by the number of trees being processed or owned. I believe the magic # is 21+ trees processed, which means it normally won't start until you have the second plant online & processing. But, the other possible condition is 40 (41?)+ trees OWNED, which is there so that you can't simply avoid processing more than 20 trees to keep the quest from starting. There may be some other minor conditions attached ( such as "no other quest can start that day" ) which could conceivably delay it another day or two. ( Note: My experience on Mar. 27, 1997. "Jack" starts to talk about "Dynamic Labs" when the number of owned trees changed from 18 to 32 at the beginning of day 4. So, 30 probably is the magic number. ) (13) Is there any good strategic about the order of taking the sectors? A: I don't think so. One thing is for sure, if you are not taking some sectors, some events will happen that forces you to take certain sector later. At that time, you will know what sector is important that you should take them ASAP. Here is my experience about the first few days: Day 1: S59, S50, S49, and S40. Day 2: S39, S29, S30, and S20. Day 3: S10, S9, S19, and S28. Day 4: S38, S48, S58, S37 ( for the Silencers ), and S27. At the end of Day 3, "Magic" is hired. Don't worry about the money because Jack will give you $5,000 at the end of Day 4 because you had taken S28 on Day 3. Actually, you can hire "Magic" at the end of Day 2 if you had taken 7 or 8 sectors at this time. Your overal rate will be higher than 40%, which is good enough to hire "Magic" or "Static". Yet, you won't have enough money to hire them because they are too expensive. There are 1 modified Magnum, 2 Useful ( perfect or near perfect ) Bretta, and many Colt .45 available for that day, so there will be no problem to take 5 sectors this day. Also, the enemy should had launched several attacked ( failed, of course ) in first 3 days, so there will always be less than 8 bad guys in a sector. Also, if the enemy had taken S28 this day, then lucky you. you will be able to start Day 5 in this order: Day 5: S28, S47, S57, S56, and ( maybe ) S46. After this, the enemy won't keep bothering you at S28 because they already had BRENDA :). After Day 5, you can do whatever you want to enjoy the game. But, be careful. There are several things you need to keep in your mind: (1) You had to rescue Brenda ( for the huge reward ) before she is killed. That means you had to do this before Jack said something like "I think it's too long that she could never survive that long" stuff. If you had heard this at the beginning of the day, then you know you had screwed up! (2) Try to take the third processing plant ASAP. That will give you more income. (3) Beware of the route to S7. When you had the "Virus Quest", you will need to get there for the "Antidote". If you can do better than this list, then you probably don't need this FAQ at all :). (14) Is the number of enemies unlimited in Sector 1? A: Maybe NOT. But the number is nearly unlimited for the game play. You will need to get into the building ( the room with an eastern door ) ASAP. As soon as you get any of your guys into that room, the enemies will not generate any more. Actually, 'aggressive' seems to be a better strategic for this sector. I used to play it slow and safe. But my recent games showed that if I let couple of my guys take some shots, then I can get into that room before 10am. Then, I don't need to worry about the number of the enemies at all. The number of enemies still follow the "8" rule. If there are still 8 enemies, there will be no new enemy. One time I happened to STUN 5 enemies just across the river for more than 10 turns, that game was so easy that I only need to take care of 2 enemies each turns. Those 5 guys just keep lying there. ( Of course, I keep throwing "Tear Gas" & "Stun Grenade" to keep them there. ) The generating rate might depends on the level. Someone reported that they only encountered 6-7 enemies in Sector 1 when playing in EASY level, then that's it. For HARDER level, the enemy will be generated in enemy turn whenever a bad guy had died. For the NORMAL level, from my memory, the enemies will be generated about 2 turns after they had been killed. Many people claimed that if you stayed in S2 on that particular day and killed all those intruders, then you will probably encounter less enemies in S1. I tried to verify this information, but the enemies just won't show up as fast as they did in S1. That depends on luck. So, there is no telling whether this strategic will work in your game or not. ( May 5, 1997; HARDER level ) Recently, I tested the game to see whether the number is really unlimited or not, here is the results: I let Sparky & Speck stayed home to repair stuffs, so I pulled out the other 6 mercs ( Ivan, Fidel, Fox, Magic, Lynx, & Mike; Scully replaced Fidel later ) to kill some bad guys. Here are the records: Day 1: 18. Day 2: 20. Day 3: 29. Day 4: 37 ( 45 ). Day 5: 40 ( 46 ). Day 6: 52. Day 7: 14. Day 8: 21. Day 9: 0(!) Day 10: 0(!) Day 11: 7. After Day 6, I am running out of .12G, M14 & M16 ammos. So, I stayed in S2 so that I can use handguns to kill bad guys. The numbers in the paranthesis are reported at the end of day which are a little bit different from my record. Since there were no enemy killed on Day 9 & 10, Jack was angry and took everything I had in the camp to force me to attack the enemies. To my surprise, there were only 7 enemies left in S1. No more!!! The summation of these numbers is 252. I think I might have missed some, so the actual number of this could be 255 or 256!!! (15) Why my guys can not open a Crate? A: The crate is nailed too tight. You will need a "Crowbar" to open it. Furthermore, the merc may be not healthy, not strong enough or he/she is tire ( low BLUE bar ). The condition of the "Crowbar" will also influence the chance of opening it. BTW, there are some Crates that are so tight that only certain mercs with almost full health can open it. In such condition, make sure they have the full BREATH ( BLUE bar ). EX 1: The crate of M14 in S10. A health "Ivan" can open it by losing about 1/2 of his breath. "Fidel" and "Ice" both can not open it. EX 2: The crate of M14 ammo in S10. A health "Ivan" can open it by losing 2/3 of his breath. Ice can open the M14 crate as the game on Mar. 26, 1997. Maybe "Ice" was not healthy in EX 1. (16) What is the max. sectors taken in 1 day? Which level? A: 10 by Peter Kuesters. He did it without using any Alt-X on HARDER level. ( Oct. 4, 1995, new record ) 9 sectors on D6: 57 -> 56 -> 45 -> 55 -> 54 -> 44 -> 43 -> 33 -> 32 with Ice, Fidel, Ivan, Fox, Magic and Mike. 10 sectors on D8: 15 -> 5 -> 4 -> 14 -> 16 -> 17 -> 18 -> 8 -> 7 -> 6 with Ice (mod. Beretta), Ivan (M14), Fox (mod. Magnum), Mike (mod. M14) and Magic (mod. M16) ( Note: This time, Peter finishs the game in 10 days. Also a new record. See #17. ) Once I took 7 sectors on Day 4: 38 -> 48 -> 58 -> 57 -> 47 -> 37 -> 27 with Ice, Fidel, Ivan, Fox, Magic, Lynx. (17) How many game days do you need to finish the game? A: Peter Kuesters can do it in 12 days ( he said he might be able to do it faster if not taking all the sectors ). But, not everybody can do this. Note: As of Oct. 4, 1995, Peter re-played and finished the game in 10 days! According to the "average 3 sectors per day" rule, you should be able to finish it by day 20. Of course, the more experience you have, the better you can do it. My first game took 27 days ( NORMAL ). Second game took 20 days ( HARDER ). I think this should be normal for any veteran players => 3 sectors/day. (18) What is the best starting team? A: Don't think there is an answer for this. Almost everyone pick "Ivan" at the beginning. But, there are still some person who did not do it. As long as you have a team with "Sharp Shooter", "Doctor" ( not necessary ), "Mechanic" ( Pick the Door ), and "Bomb Dude", then this team should be okay. Also, if you choose those fast guys, then you can do the job better by taking more sectors in a day. (19) Who will not work with whom? What are the interaction between these Mercenaries? A: Here are some of them: Most of the mercs won't come back if you FIRE him/her. A lot of mercs will quit if you did paid the salary of any mercenary. Same when you don't pay the the chopper's fee to deliver a dead merc's body back. If you abuse your mercs ( without letting them to rest enough during the day time ), many of them will quit! Maybe not the first day that you were doing this, maybe the second day when you treat them the same way. "Sparky" doesn't want to work with her brother "Gary". "Gary" doesn't want to work with his brother "Larry" No problem with "Sparky" & "Larry". "Hurl" will quit if you have "Fidel" in the team ( or, killed by "Fidel" ). ( Uh, "Hurl" is a male, not a female. ) "Fox" will quit if you have too many casualties. She will come back ( after she quits ) if you improve your casuality situation. "Wolf" can't stand you raise salary of any other people. "Mike" & "Scully" are good friends. So do "Magic" & "Sidney". Any one of them will quit if their buddy is killed or fired. ( ? about the "good friends". See #66. ) "Biff" doesn't want to kill anybody. If he really kills a bad guy, he will quit and say thing like, I want to go back to school. He won't join if you have any guy get killed. "Skitz" will kill "Sparky". ** "Reuben" will kill "Ivan"(!) and other people. "Ivan" will try to kill "Reuben" too. "Ivan", "Larry", "Bernie", and "Kelly" won't work with "Reuben". ( Maybe not really killing each other. Check with the A.I.M. to see whether they are still alive or not. I did get "Ivan" back after I fire "Reuben", but I lost a bunch of M14 & .357 ammos PLUS a modified M14! ) "Fidel", "Leech", "Reuben", and "Skitz" will refuse orders while in the middle of a combat. You will need to either deal with this personality or use the tricks. ( Maybe there are more mercs will refuse order like them, but not all of the mercs had been tested. ) "Kaboom", "Larry", "Moses", and "Pops" have AMNESIA. ( This seems to be the personality of these guys. Has nothing to do with their "Wisdom". I once tried to raise Kaboom's "Wisdom" to 100 via editor, but he STILL forgot the order! ) When you fire "Vinny", then hire "Magic" & "Scully", "Scully" will ask for double salary because "Vinny" said something to him. ( This looks like determined by Randomness. See #66. ) ** Someone said if you fire "Tex", he will say bad things to many(!) people in A.I.M. "Ice" will quit if you fire too many mercenaries ( including the replacement, the turnover rate ). He won't allow you to fire people after they worked for you just one day. When a merc does not want to work for you ( QUIT situation ), you will need to increase their salary 50% to keep them. ( 50% is the salary for another exp. level. ) "Len" will only work for you if your turnover rate is below 20 or less. "Static" gets bored if nobody of your team dies or gets fired. "Mike" won't work for you if your turnover rate is too high ( over 30% ). "Weasel" won't work with "Ears". "Raffi" won't work with "Doc". "Cliff" won't work with "Raffi". "Jimmy" won't work with "Lynx". "Sam" won't work for you if you have "Ivan". "Magic" won't join if you have "Kaboom". "Screw" don't like "Bob". "Hector" don't want to work with "Smoke". "Lynx" don't want to work with "Smoke". "Magic" will work for you if your overall performance is over 40%. Same for "Static". "Mike" will only work for you if your overall performance is 100%. "Scully" and some other high marksmanship mercs ( "Hitman", "Kelly", "Spike", "Lynx", etc. ) will only work for you when your overall performance is over 60-70%. "Fox" and "Smoke" will join on day 2. "Leech" will join after 3-4 days. "Sidney" will join after about one week. "Vicki" will join on day 15. The following could be determined by Randomness: "Ice" won't work for you if "Hector" is fired or buried in the river. "Ice" or "Magic" is also touchy about "Fidel" getting fired without reason. ( Probably not "Magic". ) "Turtle" and "Bob" won't work for you if you fire "Gary". "Bernie" won't work for you if you fire "Reuban"(?!). Just for amusement: Get a loser squad: Speck, Yuntz, Skitz, Lance, Biff, Reuban, It, Kaboom and Wink. It's definitely a TRIP trying to make it through a sector with these guys. ( I can imagine this. Maybe add Pops, Larry, or Moses. ) (20) How can I determine whether my merc can shoot at the bad guys? A: There is a basic principle: If you can see him, you can shoot him! ( Use . ) If the bad guy is in a wide open area, you can shoot him with any of your guys. But, if the range is too far then you may not cause any damage ( especially the handgun ). If this is in the woods, then this is the best way to determine whether you want to shoot him or not => "Interrupt"! In "Interrupt" situation, that means your merc has a pretty clear line of sight, so you can guarantee he has a chance to hit him. Exception: When your merc is behind a lot of "bushes", you may want to forfeit this chance. There is a higher chance that you will hit the bushes rather than the bad guy. (21) Can I shoot through the wall, trees, bushes? A: This part is a little bit tricky. If you find you can not shoot through the wall, but the bad guy(s) can, you might be a little bit frustrated. BUT, you can shoot him back!!! If you find your guys was hit behind the wall ( bad guy shot through the wall ), then you shoot back immediately and don't move this merc. You can get him in the same way. BUT, if you move, then this condition will be changed and you will be still shooting at the wall again. Don't know about the trees, but the bushes have the same condition. If the bad guy can shoot you, then you can shoot him. Of course, bad guy will take the first shot and your merc(s) has better chance to get hurt. (22) How can I use "Fidel" more effectively? He always refuse to take cover. A: He always refuses to move IF HIS TARGET DID NOT MOVE. So, you have to make sure he is in a well covered place before you can take that shot. When his target moves, he is willing to move again, so move him before shooting again. There are two other ways to do the trick: hitting or remove the weapon from his main hand ( then put it back ). These two methods are more like cheating, but they do work. "Leech", "Reuben", and "Skitz" has the same problem, and you can treat them the same way. (23) Is "Max. Aim" necessary? A: Yes in some cases. In wide open place, "Max. Aim" will have much better chance to hit the target. In "Interrupt" situation, the "Max. Aim" is better because you will have a pretty good line of sight, and this "line of sight" maybe very precious in the woods. But I really doubt it when the enemy is behind a cover or wearing a good body armor. In such case, sometimes 1 or 2 APs less than "Max. Aim" will have a better result than "Max. Aim". Yet, this is not guaranteed because "not Max. Aim" also means "Greater Chance to miss". But if you hit, the damage is usually greater than "Max. Aim" in this case. There are a lot of variables here and I don't know exactly how they work. I would simply suggest that you use 1 or 2 APs less than "Max. Aim" in the woods for couple times, and decide by yourself when do you want to use "Max. Aim" and when you don't. Note: When you find the "Max. Aim" did not do any damage to the enemy ( with good body armor or hide behind a tree ), you may try the second shot with 1 AP less than "Max. Aim". You will probably see the difference. WARNING: These principles do not apply to those low marksmanship guys! (24) Is "CROUCH" necessary? A: YES! Although this always take 2 APs, but it worth it. Especially "CROUCH" behind a bush. But, be sure your mercs are wearing a "Helmet" as well. "CROUCH" also means the chance of "Hit on the head" is increased too. (25) How come the condition of my equipment drop so fast? A: Two reasons. (1) Staying in the water for a longer time. (2) Hit by an "Explosive" or "Grenade". Keep using a gun will drop its condition too, but not that obvious. If you only take 2 shots per turn, then the condition won't drop so fast. If you fire more than 3 shots in the same turn, then it is most likely the condition will drop in next turn. "Jammed" guns will drop the condition by 1 or 2%. (26) What to do with those "Useless" items? A: You will need to fix it at home before you want to use them. Gun, "Grenades", "Wall Probe", "Metal Detector", "Explosives", "Eagle" items, "Molotov Cocktail", and "Armors" are all fixable. Don't remember what else can be fixed. All the kits ( "1st Aid", "Medical Kit", "Tool Kit", and "Lock Kit" ), "Camo-U-Flage", "Compound-17", and "Crowbar" are not fixable. I don't remember about the "Chunk of Steel", but you DON'T need to fix it. You don't really need to fix the "Useless Detonator" or "Useless Explosive". Combine them with a good condition item has a pretty good chance to get a 100%(!) "Live Explosive" by "Fidel". Even the item is not 100% after that, the condition will usually be more than 50%. There is another usage of these "Useless Grenades". Just put them in those "Eagle" items and the condition will be around 70 - 80 %. That is already pretty good. One more thing. If you are desperate and have nothing to take out a hidden enemy ( like in S29 ), you can try to throw the "Useless Grenade" to this bad guy. There is a slightly chance the "Grenade" will still explode within 2 turns ( not immediately like a good condition "Grenade" ) and take effect LIKE an ordinally "Grenade". ( I can not confirm this information. In my experience, you can NOT throw a "Useless Grenade". So, maybe only for those "Grenade" at 10-20% without the "useless" sign on it. ) (27) What happen with the equipment with those fire/quit mercs? A: If you fire him/her, you keep all the stuffs. If he/she quits, then he/she will bring the equipment with him/her. So, fire him/her before he/she quits. ( Beware of your turnover rate. ) (28) What's the difference between "M14" & "M16"? A: Peter Kuesters made a little experiment with this once. He has "Magic" using Mod. M14, "Scully" using Mod. M16. "Scully" has slightly better armor. "Magic" wins all the times. But, my own experience shows the difference between these two things are difficult to tell. In sector 1, most of the time, M16 is better than M14; BUT, sometimes, M14 has better effect than a M16. Who knows, both weapons are GOOD! Sometimes, I think a direct hit at the "Bullseye" ( heart, maybe ) with good body armor maybe worse than a hit at the other part of body ( say, arms, legs ). Yet, there is a slight difference between M14 & M16. The M14 will cost one more AP to fire it. (29) When will the gun becomes "Jammed"? How can I fix it? A: Not sure about this. The only thing I know is a gun in perfect condition ( 100% ) never "Jammed". I had a 98% "mod. Beretta" "Jammed" once. And it takes about 7-8 times of re-firing to fix it. And I had used a 70% gun about 10 shots without it been "Jammed". Maybe firing too many times in a short time ( too many bad guys, huh? ) will increase the chance. There is no better way to treat a "Jammed" gun in the field. As manual said, continuously firing it might do the trick. The most times I used was about 7-8 times ( for that 98%! condition "mod. Beretta" ). There is a person in the net said he fired more than 20 times before it worked again! I think this is purely depends on your luck. Of course, a mechanical at home can always fix it for you, but you won't be able to get it until the next day. Torbj|rn Lindgren said, let a higher Mechanical skill merc shoot it in the field will have a BETTER CHANCE to make it work again. He suggested skill over 40 for doing this. ( I had verified this one. ) Note: Susi suspects that the condition of the ammos might be one of the reasons when we have those > 90% gun jammed. Mar. 26, 1997: 100% "modified Magnum" JAMMED in battle! You can imagine how frustrated I was. It happened when this gun had a 30% silencer ( the only one I had at that time ) attached to it. So, the attached item can be the reason in this case. (30) What is the difference between the different difficulty level? A: One thing I am sure, the starting fund is different. EASY gives you $25,000. NORMAL gives you $20,000. HARDER gives you $15,000. Cash flow handling becomes very important early in the game in HARDER level. The price for the chopper is different. $600 for EASY, $800 for NORMAL, and $1,000 for HARDER. Same for delivering a dead merc's body back. The AI is different. But I can not exactly describe this part. On HARDER level, the enemy will always try to hide behind cover, come out to shoot you and hide again. The other bad guys will come and shoot you from other direction or throw a "Grenade" on you. The tendency of enemies using "Grenades" is increased too. The enemies will probably ignore the "Rock" when you throw it. The bad guys' number in S49, S50, S59 ( for your first day mission ) is different. NORMAL only has 4 in each sector; HARDER has 6! On day 2, HARDER always has 8 bad guys in every sector, while NORMAL still has 6 on day 2. That's all I know. Carsten tested the EASY level and found there were only 2 enemies in first three sectors. Also, the last sector ( S1 ) will be different. The EASY level seems can not regenerate the enemies quick enough. The HARDER level will always regenerate a new enemy in their turn whenever you kill one. (31) Can I re-hire the merc who takes the money and run away? A: From the designer Alex Meduna: When mercs run away with your money, they should appear to be "on assignment" when you get back to the A.I.M. screen. What's actually happened is that the merc in question has chosen to take a little vacation with the proceeds of his theft... He *will* come back off assignment, but this takes a relatively long time, I believe 2 weeks ( they are having fun over there, after all! ). What I am NOT sure of is whether that merc will hire back on with you or not when he returns. It could be either way, I'm at home and don't have the source code available, and the situation has never really come up in any game I know of ( usually game over by then, or you don't want the guy any more anyway ). One could do a little experiment, by giving some putz a pile of money to make him steal, then wasting time for 14 or so days until he returns and trying to hire him back. I think he will in fact join, since there's no special quote for this scenario... BTW, are you guys aware that each merc has his own likelihood of stealing on you? In general the salary the merc is currently making is the main factor in his decision, the amount of money he could steal must be quite significant in comparison to his regular wages to tempt him. But some mercs are far more reliable than others, and a few of the scummier ones won't think twice about it! Most of the higher level mercs make too much off you anyways to bother stealing the sums that you find on the island... Note: Somebody in the net mentioned once that in the "Official Strategic Guide" by "Sir-Tech", there is a table of how much money the merc will tend to steal. (32) Can I prevent Santino from suicide so that I can let somebody kill him with knife? A: Probably not. Someone ( I don't remember who ) in the net said something about this: Guess he is like the Obi-wan in Star War. Once he decide to suicide, nobody can stop him. I tried to sneak to the other side of the wall and use those "Eagle" stuffs and there is no damage to that wall! Nothing can break the wall with the switch. ( I had confirmed this one. Those 3 squares of wall were really indestructable. I was using 100% "Live Explosive" & 100% "Live Plastic". ) Additional Note ( Oct. 4, 1995, from Peter Kuesters ): Once I managed to get into Santino's room and threw a "Grenade" at him before he got his interrupt. He did not take damage, he did not even fall down, he is truly immortal! I doubt those explosions will be able kill him, he probably just puts on a ring of invisibility and disappears :) Artjom said he killed Santino once ( Nov. '96 ): I had "Fidel" putting 2 "Explosives" on the wall of the SANTINO's room and "Magic" hiding behind the bush. The wall exploded. Then "Magic" raised from his knees and HE says something like "I wanna ... blah, blah, blah". "Santino" activated the "Detonator". The door and other piece of wall blew up. "Santino" remained... ALIVE. "Fidel" came in and took the "FALLOW SAPPLING". "Magic" tried to shoot at "Santino" but bullets did not reach him, they disappeared. Then came "Ivan" with a cool idea of killing "Santino" with "Combat Knife". The "Knife" option didn't show up, so "Santino" could not be killed with a "Knife". Next turn "Ivan" took a "Grenade" and threw it at the foot of "Santino" ( Strong guy! Really! ) and the "Grenade" exploded. "Lucas Santino" is DEAD. The main thing is: I've killed him. ( Editor's Note: I knew this kind of scenario. I had a similar situation once. The two "Explosives" opened the door next to the "Fallow Sappling" to three open squares. Then "Lynx" came out and "Santino" turned on the switch. But he STILL standed there. After that, "Lynx" shot probably 5 shots with "Mod. M16", but the bullets just WENT RIGHT THROUGH "SANTINO"! These bullets went THROUGH him! So, what I believe is Artjom saw "Santino" dead because "Santino" wanted to die. Artjom did not kill him. But, you can put on your own opinions here. ) (33) How can I get the "Fallow Sappling"? A: This is a little bit tricky too. The bomb will explode while you are moving your guys. The sequence of the bombs to explode seems to be the same. You will need some practice, "Quick Save" or to do this. You only have about 2.5 turns to do this. Otherwise, the "Fallow Sappling" will be destroyed. Use those quick guys. Don't forget one thing, there are two mines in that room too. A successful way will be opening the door near the "Fallow Sappling". Then use "another merc" to encounter "Santino". Then, your fast guy can get to the "Sappling" in the first turn ( after the first explosion ). Then, take the "Sappling" in turn two and move out of the house. Since those two mines are in the middle of the house, your guy won't need to worry about them. ( Additional note: As Dave had pointed out that the explosion sequence may not be the same everytime. I think I had verified that it won't go off in the same sequence everytime. ) (34) What does Ivan say? A: The followings are from Eugene: When you hire him (the best part). "O'K, I'll work for you, damn capitalist" When enemy is shooting him: "I am in the middle of the fight" or "they are shooting at me!" When he spots enemy: "I see an enemy, he doesn't see me" When he finds an item: "I see something" When he suspects a bomb: "It may be a trap" When he is tired ( low in Breath ): "This hot is killing me" When he kills the last enemy in the sector: "This place must be safe now" When he receives an order: "O'K, O'K" When he kills an enemy: "Good" When he got shot: "Damn!" When he needs bullets: "My bullets are gone" When he searches an empty Crate: "Nothing" When he opens an empty Crate: "Empty" When he can not open a Crate: "I can't open it" When it is late in the evening ( 6pm ): "It's getting late. I think we'd better go back." When you ask him to shoot your own team member: "So, that's the way the Wild West does it!" When the team is travelling to another sector without him: "We must be together." When you fire him: "I wish you spent your holiday in Kiev!" ( My personal note: I think maybe Ivan is from Kiev, so if you spend holiday in Kiev, he has a chance to stab you there :). Is this reasonable? ) When Santino suicides: "He is serious. It will blow up." When the game finished: "I am proud of the job we did here." The followings are from "Susi": ( Susi's translation is a little bit direct, without the modification. ) 1. Well, I'll work for u, damn capitalist. 2. I see something. 3. I can't open it. 4. It's mien-trape. ( Before he dis-arm a trap. ) 5. A, there's it look like. ( When Ivan find micro-purifier. ) 6. It's can be trap. ( When he suspect an area has traps. ) 7. I see enemy. He don't see me. 8. At me shooting. 9. I am in the hit of the battle. 10. My weapon is jammed. 11. I have end ammunitions. 12. This hot killing me. 13. This place must be safe now. 14. Don't touch me. 15. A... then on west this is made thus. 16. I want u have the holiday in Kiev. 17. NYET- No. ( Re-hire him. ) 18. I pride work, some we ended here. ( End Game ) 19. Seems, something in pocket. ( Brenda's lab coat. ) 20. Good, good. ( It really means: "O'K, O'K". ) 21. Good. ( Satisfaction, after a kill. ) 22. Damn. ( when he see bad guys ) 23. Nothing (or) Empty. 24. I need help. ( When he can not find a way out. ) 25. I found FALLOW tree. ( 'Fallow' was written in english. ) 26. I can't move...My legs don't submit. ( After serios wounded. ) 27. Day is ending. (We) Will need safe return ( @ 6pm ) (35) Can I buy equipment? Is there enough bullets to use in the game? A: No and Yes. You can not buy anything so use ammos cautiously. The amount of the ammos will be more than you need if you are not shooting things like crazy. Furthermore, if you planned on how to kill enemy when you see one, that will save some bullets. To prove my statement, I had these ammos right before I attacked Sector 1 ( in my first HARDER level game ): .38 ammos box: 62 .45 ammos clip: 18 9mm ammos clip: 19 .357 ammos box: 17 .12G ammos box: 11 M14 ammos clip: 23 M16 ammos clip: 21 These do not include those ammos that I scattered in other sectors because my team could not carry all of them. Like these should be more than enough to finish S1. Later, with more experience, I could save more ammos of those better weapons with better strategics. Note: There is a tricky way to get more .12G, 9mm, and .357 ammos. ( .38 & .45 ammos are not important ) If you "Quick Save" right after you take a sector, and you just happen to find that the enemies will launch an attack on your nearby sector within 30 minutes. Try to get your team there! If the guards defeat the enemies, you got nothing! If your team is in the sector, you will have a lot of chances to pick up those dropped ammos by the enemies. The type and the ammount of those ammos are random, so you should "Quick Save" before enemies attack. If you are not satisfied with the results, just "Quick Restore" and play it again. (36) How can you win/lose the game? A: The final goal is to beat "Lucas Santino". If you manage to get into the last room of sector 1, "Santino" will suicide and you win the game. Skip any sector before winning sector 1 does not matter. Don't know what is the condition to lose the game. Just know that if you lose Sector 60 ( you lost your employer! ), then you lose the game. (37) How are action points calculated? A: Health, Agility, Dexterity, Experience level, and Breath. Agility is the most important one. Health, Dexterity, Experience level, and Breath will modify the number. There is a upper limit ( 25 APs ) and a lower limit ( 8 APs ) for this value. Carsten Engelmann found the equation for this: APs = Health/20 + Agility/10 + Dexterity/20 + (Exp.Lev.+1)/2 The breath is hard to put in the formula because there is no numerical value in the game. Note: This equation only valid when the mercenary is in full Health and with full Breath. After a mercenary is injuried, this equation won't work until he/she gets back to full Health. (38) I don't want to try out all mercs but I would like to hear their voices. How do I get it ? A: Information provide by Carsten Engelmann: All the sound files on the CDROM are mostly 11kHz, stereo and 8bit. The format is probably VOC. They can be played with Mediavision's playfile.exe. Look for the file e.g. 'nat' and play it with playfile.exe or 'vplay -S -s11' under Linux. It's the collection of Elio's sayings. Other mercs have numbers. E.g. Bud has 11, Reuben has 20. I don't have a Soundbalster so I don't know the tools but it's probably the 'voc'. (39) What is the difference between experience levels? A: He/she will have higher Salary ( of course ), more AP ( usually +1 ), see farther and have more chances to identify a trap, etc. after he/ she increased the Experience Level. Each level will increase the salary by 50%. Probably also increase the ability in other areas but this part is not so obvious. (40) What are the information in those Encrypted Notes? A: (a) Code: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Real: C F V H N W P B X L - K M E I - S - A Z D R - T O Y ( "-" is not important ) Dave adds these: P -> J, W -> U. (b) All Personnel, Stay clear S4 on D31 Stork is a Boobytrap L.S. (c) All Personnel, Scientific Journal is not to fall into enemy hands, first sign of enemy presence near my lab- Journal is to be destroyed immediately L.S. (d) It's a note from "Hervos". He said Mr. Lucas is making a baby Fallow Tree. ( This is not an encrypted codes. All you need is a native to read this note. ) (e) Thanks/????????????????????? ( Somebody help me here! ) (f) Two notes to solve the mystery of stork in S18 ( from Dave ): S. Franz Await Replacement S18 ETA D16 L.S. W. Pravdo Relieve S.F. AM Day before ship L.S. Note: Now this is clear. S.Franz is expecting a replacement from Santino. That person will arrive one day before the stork. So, the replacement will be D16, and the stork will be D17! (41) How to install the DEMO version of this game? It just keep asking me for a disk. A: The DEMO version will ask you to put the files in floppy disks before the installation. This will work. But, if you use the function "SUBST" of DOS to emulate a drive ( say, Z: ), then you can just install it from hard drive ( root directory of Z: ). (42) Should I use a native guide? Whom should I use? A: It depends. The advantage of native guide is Free, Advice, and an extra man to carry items. Each one has his advantages & dis- advantages. Like Elio, he is very fast, but his marksmanship is too low ( 23 ). Hamous has pretty decent marksmanship but he is way too slow. I personally prefer Elio because he is fast and strong enough to open a lot of crates. I don't really need him to fight. Other people prefer Hamous just because he can join battle. It just depends on the way you play. (43) I don't want to fire mercenay so I just let him/her killed. That seems to be a better idea than getting complain by firing him/her. Is this good? A: Surely the other mercs will not complain because the turnover rate does not increase in this case. BUT, beware of the side effect! This will increase the casuality rate and also need chopper to send the dead body back. Also, I heard someone mentioned that if a merc's "buddy" got killed, he/she will quit. Then, you will have to increase his/her salary to keep him/her. Remember, his/her equipment will be gone if he/she quits! I don't recommend such kind of tactics. (44) Can enemy attack my sectors across the water? A: Yes. If the sector is adjacent to an enemy sector, then enemy can launch an attack from there even it is not "Safely Linked". So, be sure to put 8 guards there. (45) Do I need to put guards in all of my sectors? Is it necessary to always put 8 guards in my sectors? A: If the sector is not directly adjacent to an enemy sector, then it is not necessary to put guards there because enemy can not attack this sector directly. If this sector has enemy sector(s) adjacent to it, then you had better put guards there because the enemy might get a "free" sector if there is no guard there. You had better always put 8 guards in such kind of sectors. But this depends on your financial situation. If you can afford 8 guards in all the sectors adjacent to enemy sectors, then it is the best way to protect it. If you can't afford it and you wish to risk a little bit, then you should consider what level you are playing at. If that is HARDER, you may want to put less than 8 guards in those sectors where enemy may not attack you. The enemies can attack the same sector three days in a row. Ex: S49 on Day 2, 3, 4, all from S48 ). If a sector is separated from enemy sector by water, then you can consider put less guards there. If you are playing in NORMAL or EASY level, then you can consider just put 6 - 7 guards in your sector and reduce the amount of those backup guards. (46) Sometimes, the enemy sector has less than 8 guards even it is late in the game. How can this happen? A: Remember the enemy can launch attack on your sectors? That's why sometimes the number of them has decreased. If you remember to record the number of enemies that were sent to attack your sectors, then you can calculate how many enemies are left in that sector. If you attack that sector immediately, then you are going to face only that number of enemies there most of the time. ( So, don't just hit when an "enemies attck" happens in your other sectors. ) Of course, sometimes you need to guess which sector did they launch the attack before the day ends. One more thing, if you did not attack that sector immediately or the next day, there is a pretty good chance that the enemies will reinforcement that sector. The shortest time to get a reinforcement in an enemy sector is about 0.5 hour in my own experience. ( My previous experience is 4 hours as the shortest. ) 1 day is the most common time needed. Note 1: Enemy can reinforce across water without following the "linked" rule, but you can't if that sector is not linked. Note 2: The enemy will reinforce the sector that you are attacking IF you take too much time fighting in that sector. Other than this, the program seems to determine this randomly. (47) How to find those items hidden behind a tree? A: Hit the key. See advice (17) in suggestion for the Novice Player. (48) What is the factor that influence the performance of my work? A: I don't have the formula here. One thing is for sure: the daily performance ( the one at the end of the day ) is based on the number of the enemies that you had killed, not on how many sectors that you had taken. Your casualities and number of Natives died might be considered but the factor is not clear. The overall performance was based on these factors and the sectors that you had taken. The turnover rate ( the mercs that you had fired ) might be a factor here. (49) Why the condition of the item degrades after I combine it with something else? A: There are two reasons for this to happen: (a) the person to do this job does not have high relative skill (b) the condition of one ( or several ) item(s) is not good enough. It is pretty easy to make up if it is the first case: just let someone else do it. The person with the right skill will usually increase ( or maintain ) the condition after he/she combines them. The second one is a little bit tough. You will need to have some experience about what condition is good to combine the items. After you had tried several times, you will probably have an idea of doing this. I would suggest you to try it out if the condition is over 50%. If it is under 50%, then you had better have it fixed before using it. (50) The items are too many, I can not carry all of them. What can I do? A: Some of the items can be put in the same pocket with other same ( or different ) items. You don't need to put each item in each slot. Check out the figure of the item. If there is a small number in the right lower corner, then you probably can put it together with other same items. For example: ammos. There is a limitation of how many of the same items can be put in the same pocket. Maximum number is 5. But there are some items, "Medical Kit", "Sun Goggle", which you can put only 2, or 3 "1st Aid" in the same pocket. Other than this, you can also combine things before you put it in the pocket. For example: "Silencer" or "Sniper Scope" with the gun. That will save some rooms. Also, combining "Gas" & "Oil" in "Glass Jar" will save one slot. CAUTION: If the item is for repair, the "Silencer" or "Sniper Scope" which was combined with the gun will not be fixed unless it is detached. If the items are really too many that you are still running out of the pockets ( it happens all the time ), then you can determine which items are needed immediately and which are not. Then, put those necessary items in your pockets. Put those unnecessary items in some certain place in the sector. ( There is no rain or thief in Metavira, so don't worry about these items. ) You can always come back latter to collect them. (51) Can I heal a guard? A: Yes. If you find a guard just injuried or is in poor, weak, critical, or dying condition, you can always try to let a merc to heal him. If the guard does not have wound, you will find the merc just stand next to the guard ( that means the wound does not need bandage ). (52) Can I heal the enemy? A: Yes. Once there is a person in the net said he healed the enemy but the enemy still attacked the merc after been treated! He just let his merc kill that enemy anyway. ( I never try this. ) (53) Some of the guards is not in perfect condition. Can I replace them? A: Probably not. Since you can not control the guards except to ask part of them to move to another sector. You can only hope these weak ones will move so that you can isolate them. Also, you can try not to move the guards into a newly captured sector. Next morning, just send some FRESH guards to that sector. But, some of the FRESH guards are still in "POOR" conditions because this is really randomly determined. (54) Did Brenda leave any message for you after been kidnapped? A: Put her "lab coat" in the right hand, then you will find a message attached to the lab coat: NEED HELP LUCAS MEN THEY PLAN TO TAKE ME TO A SMALL ISLAND BRENDA Written in BLOOD(?). (55) Is there any "official cheat" or "bug" in the game? A: Yes. Carsten: Before a "Quick Save", let your mouse cursor hold an item ( like "Medical Kit" ) before doing this. Then, use "Quick Restore" ( by using keyboard's ). You will get two items instead of the original one after the restore. ( Good to get "Medical Kit" this way. ) ( Thanks Alexander J. Pirchl for pointing out the "Quick Restore" must be done by using keyboard. ) Andy Ellsworth : Do not set the "Reserve Point" function on. Let your merc walk until their APs drop to "red". That is below the minimum required APs for the weapon in main hand. Then, set the "reserve point" ON again! Now, you can let the merc keep walking again ( just once ), when the APs reach zero, he/she will keep walking to wherever you ask him/her to do. Note: There is only one limitation here, before you turn the "Reserve Function" on, you need to have at least some APs to move an extra square. If you have only 2 APs but you need 3 APs for another square, then this trick won't work. Matt Richer : After the bridge is blown up, just move your mercenary through the original bridge. It will only take 2 APs for each square. But, you need to direct the merc step by step since the program will direct the merc to avoid the damaged bridge. Note: This only works at those bridges which were blown out by the enemies. Vincent Raymond: Fidel kills a water snake without any knife. ( Should be a bug. ) Also, if you are low in ammo, there is a slightly cheating way to get more ammos: See Q35. Another cheat ( bug ) in the game: If you know where a trap ( mine ) is, then use the "Metal Detector" to search that square in less than 2 squares away. Since the detector will find out that square is a mine and you can not go there, so the game will show you the blue flag, but you DID NOT lose any APs. Artjom: After you had explored the place, if there is any enemy that you suspect where he is but you don't want to risk your guys to move in and get hurt, you can ask the merc to move to that specific position. If the merc refused to move to that specific position several times, then you can guess there is an enemy there. Note: I had confirmed this information. Artjom also mentioned something about getting shot without taking any damage and step on a mine without being hurt. If you really want to know about them, ASK him. There are also some other bugs in the game. 1. Using will force a turn. So, if you are low in APs, press this then you will get almost full APs back immediately. Again, this is cheating because your mercs can start shooting again while the enemies did not get THEIR TURN. 2. A trick to travel to the other sector without everyone standing near the edge. You will need a merc to stand within 5 squares to the edge. Then, all the other mercs should be 3-4 squares away from this guy. When everyone still have at least 5 APs, then you can ask the team to transfer to the adjacent sector. It's good to retreat when you need it. 3. When your merc or the enemy is standing at the corner or at the door, you won't hit the enemy in close range. So does the enemy. Nobody can hit the other parties in such condition, so just relax. Try to shoot him in next turn. 4. Sometimes, the program ( version 1.13 ) will force a turn ( just like using ) without any reason. I had encountered many times the game will skip one turn of both parties and so my mercs will regain full APs and the time had passed 2 turns. 5. There are enemies in a row. You will see the second but not the first one. If you tried to shoot the second ( visual ) one, then the first ( front, invisible ) one will take the shot. You may not see this enemy even in very close range. You probably need to move another merc to nearby position to find out this first enemy. (56) Is there any recipes for combining items? A: I guess not. I believe those "Molotove Cocktail" and "Eagle" items were gotten via trial & errors. (57) Can I change the difficulty setting after I start the game? How can I check what level I am playing? A: No. If you go to the team information screen, you can see this in the upper right corner ( first one ). (58) There are too many keys, what can I do? A: True. There are too many keys and you can not tell the difference from them. There is a way to make your life easier: Only use the keys you found in the same sector or adjacent sector. If there are any key left, just throw it away. My suggestion is simple. Other than the afore-mentioned method, just bring the "Padlock Keys" with you. The Padlock are much harder to be picked. Once you have "Mike", just bring a "Lock Kit" with him. There is only 1 door that "Mike" can not pick in the island. ( You can use "Explosive" on that one. ) (59) How can I know whether there is a window in the side of the building that I can not see? What can I do? A: Carsten reminded me about this problem. Sometimes, when the mercs walked around these hidden windows, they got shot. There seemed to be no way of telling the existence of the window. My method works most of the time: When a merc is moving toward the back of the building, let him/her stand right next to the wall! Move him/her square by square! If there is a window, he/she will probably see it 1 square(!) before he/she stands right in front of window. In this case, this merc has only SLIGHTLY chance to be shot. This is the method I used all the time. After you have confirmed there is a window there, you can always send a merc with "Wall Probe" to verify the existence of the enemies inside the building. If there is no enemy, then you should be able to move safely around this window. (60) What is the "three corners" Elio mentioned in sector 30? A: Most people believe the treasure is actually in sector 28 rather than sector 30. There is a "three corners" ( triangle shape ) in sector 28. AND, treasure ( $1,000 ) at each corner. (61) Does the computer ( program ) cheats? Why the computer keeps winning in sector 28? A: I think the program did cheat. BUT, in favor of the player! Not the computer. Just consider the superior fire power of those red shirts then you will surprise that how can those poorly armed ( with .38? ) guards can defend the sector. Whenever the computer fails to take a sector of yours, the program is cheating for you. ( I think it only consider the propability rather than the actual situation. ) Here is one of the evidence: Once the computer send couple red shirts into one of my sectors ( S28 ). After awhile, all my guards are gone, and all but one red shirts are dead. I still have 3 Tappers in the sector. Considering the situation, the bad guy should slaughter those 3 Tappers easily. Guess what, the computer keep showing the information as though those Tappers are guards ( fine at this point ). Then, after one of the Tappers is dead, the red shirt DIES, too! Those two Tappers kill that bad guy ( with what? ). Is this cheating or not? Or, maybe the bad guys was wounded so seriously that he could not survive till he kill all the Tappers? As for sector 28, the computer needs to re-capture this sector to give you the "Rescue Brenda" event, so the computer will keep sending red shirts to take that sector. Most of the time, the invading squad will include 1 "Shot Gun" guy, 1 "Beretta" guy, and sometimes 1 "Magnum" guy. With such kind of superior firepower, how can they not win??? That sector is their first priority. As long as the computer still has any sector adjacent to that sector, CP will always send its men to capture that sector. Nothing special really. I would be surprised that the bad guys can not take that sector! (62) How to get the M14 in sector 10? A: You need to trigger the "Detonator" ( trap ) for a series of explosion. That will open a passageway for you. To open the Crate with M14, you need a very strong healthy guy to do it. Usually a healthy "Ivan" can open it ( will lose 1/2 of his breath ). If my memory did not go wrong, "Fidel" & "Ice" can not open this Crate ( with their full health ). Also, the Crate with M14 ammo will take "Ivan" about 1/3 breath to open it. As for how to trigger the "Detonator", there are some ways to do this safely. Tony's method could be the best right now: just throw a "Rock" to the trigger the "Detonator". I had confirmed this method. The benefit of this method is those enemies will come to search you after the explosion. You can ambush them in the south. ( The newly opened passageway will let you go to the other part of this sector. ) If you do not have "Rock" at that moment, then you can try it when you are in real time mode. Let a healthy fast guy to step on the third "Detonator" ( the one that "Metal Detector" can not detect at that time ) and run away immediately. He/she should survive after this. You probably need some pratices for getting this without casuality. So real time ( with "Quick Save" ) is the best way for trying this. (63) What is the equation of the "Repair Points"? What does it means? A: From Tony: Repair Points = ( Mechanical Skill ) * ( Dex. ) * 0.015 Each point can fix 1% of any item. (64) What is the equation of the "Doctor Points"? What does it means? A: From Carsten: ( Still can not verify this equation ) Doctor Points = 2 * INT( DEXT * MEDIC /500 + WISD * MEDIC /100 - MEDIC/5) In C format: DPs = 2*(int)((int)((dext+4)/5)*medic/100.+medic*wisdom/100. -medic/5) Each point can heal 1 HP of the patient. (65) What is the factor to determine the "Interrupt" situation? A: The "eye sight" of each mercenary will determine this. When an enemy comes from unseen to seen during the turn, the opposite site will have a chance to "Interrupt". But, sometimes, the reaction of the mercenary also plays an important role here. I don't know the factor here, but generally, the principle is simple ( unseen -> seen ). So, let a merc to shoot an enemy then run away will usually lure the enemy to chase after him/her, thus creates the opportunity for other mercs to ambush ( "Interrupt" ) the enemy. Note: If you see an enemy then move to unseen position ( determine by ), there are some chances the enemy will chase after this merc. If so, the "Interrupt" usually won't happen to this merc. Also, the angles of the merc can see is important. I don't know how wide a merc can see, but I am quite sure he/she can not see his/her BACK! ( By hearing some noise first. ) Unless he/she is wearing a "Extended Ears". Further note. I FEEL the weapon the merc is carrying might be a factor here. See the table that Peter provided in section VIII. In my experience, "Fox" is the most alert merc, so she has a lot of chances to "Interrupt" enemies. "Ivan" is the second best. (66) What are the randomness of the game? A: Many of the factors were determined by random in this game. Unless it is very important, the outcome will vary all the time. ( That's why most people consider the as "cheating" because this will prevent a lot of the randomness to take effect. ) For example: If you fire "Vinny" in order to hire "Magic", there is about 50% chance "Magic" will ask for "double salary" because he had talked with "Vinny". ( So, the "good friends" situation might be triggered by this randomness. ) "Jammed Gun" is a typical event triggered by randomness. ( Or the ammos also parcipitating? ) The items dropped by enemies are random most of the time. You can tell the difference if you played same sector several times. You will find some items are always available and some are actually determined by random factor. Most of the time, "Spectral Shield", "C-17", Weapons ( like "M14", "M16", "modified Beretta" ), "Helmet" ( both types ), "Extended Ears", and "multi-Pocket Vest" are ( more likely ) always available. Ammos ( especially the amount of the ammos ), less important weapons, and less important items are ( more likely ) determined by random factor. To determine whether the items are determined by random or not, you need to play more times to decide. Most of the items dropped by the enemies which are listed in the "Sector Information" section are more likely non-random. Or, have a higher chance to occur. Sometimes, the "Grenades" ( all kind ) are not random determined. In sector 1, these rules can't be applied. The time required for an "Explosive" to go off. It will be either 1 or 2 turns by random factor. So, you should be prepared for any possible outcome. (67) How to get Brenda's Journal? A: Brenda's Journal is in the NW corner in the building in S12. Although Carsten has found the "Detonator", this seemes not really important because it is ( sometimes ) very difficult to get there withour being noticed. This is how I got the Journal twice using the same method: (1) Use an "Explosive" to open the wall next to the safe. (2) Have "Mike" waiting in the corner and using a "Lock Kit" to open the safe, then move one step away. (3) The third guy comes and picks up the Journal. This is because I always forgot to bring the "combination" with team in that day. If you have the "combination" ( 3 torn pieces of paper ) with you, then anyone can do it in step (2). Seems only "Mike" is capable of Lock Picking this safe ( according to the equation by Carsten ). Special Note: After your team retrieve the Journal, the day will END! Make sure you get there after 6pm or have all the Mechanics repairing a lot of items, and only bring in 2-3 guys to get the Journal. (68) How come the items after combined have degraded? A: Either you did not use the correct person ( professional ) to do it or the condition of the original items are too bad. If you are using right person to combine the items, the condition will be either maintain or increase most of the time. But this is not 100% guaranteed! If the wrong person is doing the combining, it IS 100% guaranteed the condition will be lowered! Even worse, the combination might not succeed! The object might be even damaged or DESTROYED! For those "Explosive" items, the outcome of the combination might vary a lot! You may use a 80% "Explosive" + a "Useless Detonator" and get an 100% "Live Explosive". Beware of such kind of explosive, it could be very DANGEROUS! (69) What is the target's priority of the enemies? A: Carsten found some general rules: (1) Most expensive guys. ( I had verified this one. ) (2) Most injured guys. (3) ? ( I forgot. ) (70) What are the chances for a mechanice to pick a locked door? A: Carsten used "JAEDIT15" to get values like this: AP = Actionpoints RP = Repair Points Doors = wisdom*dexterity*mechanic/200 + 250*(experience level) ( Mailing Carsten errors will lead to a correction. ) Nickname Salary Hea Agi Dex Wis Med Mec Mks Lev APs RPs Doors Mike 12000 97 95 94 96 67 98 99 8 23 138 6469 Magic 5600 90 99 98 80 14 91 93 4 21 133 4591 Spike 6000 77 69 86 85 11 76 92 5 18 98 4057 Scully 7500 90 90 96 93 36 61 91 5 21 87 4003 Boss 2950 80 76 84 71 9 99 84 3 17 124 3720 Static 3100 79 66 95 60 10 98 84 3 17 139 3531 Vicky 2850 79 85 72 85 16 90 80 3 18 97 3522 Speck 365 69 51 77 86 11 99 49 1 13 114 3491 Kelly 4700 95 87 91 81 13 67 94 4 20 91 3466 Len 6500 96 83 89 83 35 54 83 5 20 72 3252 Wally 650 82 55 62 83 24 95 24 2 14 88 2956 Screw 1500 82 66 71 68 4 82 64 3 16 87 2719 Sam 2750 75 58 55 91 11 65 86 4 14 53 2621 Juan 0 74 62 88 74 0 70 24 1 15 92 2535 Moses 1900 49 39 29 89 29 88 84 5 10 38 2376 Vinny 385 73 75 74 65 0 87 65 1 15 96 2348 Pops 2800 38 14 4 88 18 9 85 9 8 0 2319 Sparky 205 52 68 88 51 0 86 47 1 14 113 2185 Jimmy 800 84 82 73 47 0 92 56 2 17 100 2068 Wolf 1850 87 73 84 74 44 48 74 2 17 60 2003 Eli 1400 81 73 58 77 70 65 49 2 15 56 1963 Needle 1900 92 80 81 88 98 34 62 2 18 41 1708 Rusty 1650 74 71 89 68 0 30 64 3 17 40 1665 Elroy 345 63 54 88 50 12 81 55 1 13 106 1645 Ice 1300 90 88 87 71 0 35 86 2 19 45 1580 Hector 410 79 84 88 72 6 38 61 1 17 50 1459 Stella 3500 85 24 75 88 89 21 69 3 12 23 1451 Grunty 490 82 79 76 72 14 40 69 1 16 45 1350 Lynx 3300 81 79 86 71 23 19 99 3 18 24 1348 Bob 1200 81 68 66 97 37 26 72 2 15 25 1344 Mitch 3800 83 71 88 97 96 13 56 3 17 17 1322 Sidney 4000 80 70 91 78 39 0 91 4 18 0 1024 Bud 1100 73 79 75 69 19 18 78 2 16 20 971 Hitman 1800 80 81 40 74 3 11 93 3 16 6 930 Ivan 1500 94 90 95 83 5 10 91 2 19 14 902 Ears 375 72 67 58 79 22 26 54 1 14 22 851 Bernie 2650 69 39 48 85 94 4 75 3 11 2 849 Fox 515 77 85 100 76 60 15 54 1 18 22 826 Carp 575 55 54 52 77 2 15 67 2 12 11 812 Snake 1150 65 89 86 57 0 12 80 2 17 15 806 Cliff 3000 73 60 53 87 79 0 83 3 14 0 768 Tex 275 71 71 57 52 0 32 65 1 14 27 721 Leech 1150 63 58 70 54 9 10 98 2 13 10 701 Rev 740 74 46 41 54 15 15 64 2 11 9 674 Fidel 1500 88 83 64 71 3 6 85 2 17 5 648 Gary 315 83 68 59 60 11 22 67 1 14 19 638 Turtle 250 53 8 21 85 2 12 75 2 8 3 614 Smoke 560 78 87 80 44 7 20 69 1 17 23 608 Doc 1750 74 77 61 83 83 3 66 2 15 2 586 Beth 330 77 90 36 80 44 22 55 1 15 11 572 Kaboom 210 71 93 91 13 0 27 58 1 18 36 413 Larry 140 46 72 54 58 49 7 50 1 13 5 365 Weasel 180 56 44 36 60 0 5 54 1 10 2 310 Wink 240 92 80 68 59 2 2 38 1 17 2 296 It 155 95 55 74 29 0 3 61 1 14 3 288 Hamous 0 66 68 66 35 0 2 74 1 14 1 279 Raffi 100 70 93 14 29 4 2 44 1 14 0 260 Reuban 35 57 45 39 28 0 0 32 1 10 0 256 Skitz 90 48 60 51 31 0 0 47 1 11 0 256 Lance 230 76 69 61 56 21 0 44 1 14 0 256 Hurl 400 100 81 71 55 44 0 60 1 17 0 256 Elio 0 83 84 81 58 0 0 23 1 17 0 256 Biff 95 73 74 71 58 0 0 47 1 15 0 256 Examples for doors: The door in the SW building in S39 needs about 1300 opening points. The N door in the N building in S2 needs about 4650 opening points. (There is a random modifier in these values) Each door has a set value for each day. If your merc has a higher "Door Open" value, then he will pick the lock successfully. Note: Seems only Mike is capable in picking the Safe with Brenda's Journal. Also, there might be a random factor to influence the value here when you are playing in NORMAL or EASY level. (71) Will the second hand holding an object influence the accuracy of the mercenary? A: Here is the answer from the game designer Alex Meduna <75162.2430@CompuServe.COM>: NO! It doesn't matter what is in your "ready hand" ( really referred to as the "holster" slot ) at ANY time, no matter what you're doing or using. The "hand" position in JA is considered to be "both hands", not just one. The holster is something hanging at your hip. (72) What is the order of the healing when you assign "Doctor" and "Patient" at the beginning of the day? A: Alex Meduna <75162.2430@CompuServe.COM> describe the order clearly. (1) The "Doctor" will try to heal himself/herself first. ( They are a little bit selfish. ) (2) If there are any "Doctor Points" left, the rest will spread EVENLY to every patient. If you want someone to heal first, you have to assign other person to "Rest" instead of "Patient". They can not be healed but guarantee the "Doctor Points" will be used to that specific person. Note: "Rest" 1 day will also regain some HPs. It depends on how strong that mercenary is. It depends on your luck, but usually less than 20 HPs. (73) Any hints given in the game for those special events ( quests )? A: When you got any new quest, bring a "Wall Probe" with you right away. Whenever you find a building, try to use "Wall Probe" in the building. IF there are at least two enemies in the building, you may get a hint for that quest ( the important information ). Here are some information that I recall from my memory for each event ( I did not write them down, so ... ): a) Water Poison: Tell the boys don't drink the water, I put enough poison in the water. b) Encrypted Code: Lucas and his resupply code. Can't he just use Damned English. Note: There is a piece of paper with the last 1/3 of these codes. c) Rescue Brenda: They will never find her. She is in the island just out of seashore ( or coast ). Note: This hint limits the possible sectors to only 2! d) Head Stone: They will need strong swimmers to get to that head stone! ( or ): Yeah! Gonna need some stong swimmers if they ever plan on find that tombstone. Note: Also limits the possible sectors to only 2! e) Virus quest: ? ( I don't think there is any hint except Brenda will tell you what to find for "Antidote". But, she will not make it until you find her scientific journal or about 2 days later. But, the newly made "Antidote" need one more day to test it. So that will cost you 3 whole days! ) (74) Humors in the game. A: When your guys are in the field, try to get the "Hand Cursor", then let this guy search or pickup item from another merc's location. Funniest scenario so far: "Fox" and "Fidel". Warning: These humors have something to do with S*X. If you don't like this kind of idea, please don't try it. VIII. Miscellaneous Information Comments for those high Marksmanship mercs: Mike: Perfect! Well, except the Salary. ( 23 APs ) Lynx: Good one, and well worth the price. ( 18 APs ) Leech: Slow but OK with that price. Will refuse order like Fidel while in the middle of a combat. ( 13 APs ) Kelly: Not that good. His response ( "INTERRUPT" ) was bad. I am a little disappointed about him. Other people still think he is OK. The possible reason is he can not see very far. That should be the reason why his response is not good. ( 20 APs ) Magic: Very Good! Highly recommended. Well worth the price. ( 21 APs ) Hitman: OKay. But he is too slow. ( 16 APs ) Spike: So far, the only comment I got said his salary seems too high! ( I have no idea about this guy. ) Ivan: Good one. What can I say, almost everyone has him at the beginning. He is very strong too. ( 19 APs ) ( Note: If you are lucky that Ivan happens to get 1 HP in level 2, that will increase his APs to 20. ) Sidney: Not good. Like Ivan at the beginning, but a little bit slower. ( 18 APs ) Scully: Good one, worth the price. ( 21 APs ) Special: Ice: Good one. Easy to improve Marksmanship to about 88. Also very fast and healthy. ( 19 APs ) Fidel: Best Bomb dude ( except Mike ). A little bit slow. ( 17 APs ) Snake: Good shooter and has a Camo-U-Flage with him. The drawback is low HPs and no significant secondary skill. ( 18 APs ) ( Note: Sanke will gain 1 more AP if he ever increase his HP by 1 point. And, this is very possible for the first 2 days. ) Bud: Good shooter and somewhat useful field doc. His 78 marksmanship can be easily raised to 80 by the killing number. ( 16 APs ) Strongly suggest: ( in order ) Mike, Magic, Scully, Lynx/Ivan, Ice, Fidel. Bud and Snake depends on your choice. You may have some opinion about Ivan should be higher than Lynx, but I have the reason to put him in front of Ivan. Lynx is a little bit slower but you can count on him while in Sector 1. You can put him in a position where you usually put Mike there, and Lynx can still handle it very well because of his 99 marksmanship. Another fact is that he can shoot from more than half sector away with the "Sniper Scope". You only need to have him holding a "M14" or a "mod. M14" with "Sniper Scope" and staying away from the front. But he should have a clear line of sight to everywhere. When any of your guys is in deep trouble, just call 1-800-Lynx-Eye. He had saved so many embarassing situations for my team. This tactic is very useful when there are wide open areas or water separating areas in the sector, such as S4, S5, S6, S16, S18(!), S21, S22, S26, S33, S34, S35 ( if attack from east/south ), S37, S38, S44, S46, S47, S51, S53, S54, S55(!). Attribute of all four Native Guides: ( From < sca@advge.magwien.gv.at > in newsgroup ) sal hp ag dex wis med mec mk exp Elio 0 83 84 81 58 0 0 23 1 ( 17 APs ) Hamous 0 66 68 66 35 0 2 74 1 ( 14 APs ) Juan 0 74 62 88 74 0 70 24 1 ( 15 APs ) Native # 4 0 68 55 88 82 46 0 11 1 Here are the tables of ranking of all Mercs' different skills. When you have some special requirement ( like a Bomb Dude ), you can check the table of the Explosive and determine which one you want. I think this should be handy for all the players. These tables are prepared by Mr. Jean-Marc Tanzi. I correct all the wrong figures and change part of the order ( when there is a tie, the salary will determine the ranking ). Note that the APs used here were calculated from Carsten's equation. I had corrected all the errors in APs, so that the figures in the tables are all correct now. The first table was prepared by Carsten himself. There are APs, DPs ( Doctor Points ), and MPs ( Repair Points ). This table should be very handy for everyone. AP = Actionpoins MP = Repair Points DP = Doctor Points By APs ( This is the corrected table ): Sal. hea agi dex wis med mec Lev AP MP DP Turtle 250 53 8 21 85 2 12 2 8 3 2 Pops 2800 38 14 4 88 18 9 9 8 0 24 Reuban 35 57 45 39 28 0 0 1 10 0 0 Weasel 180 56 44 36 60 0 5 1 10 2 0 Moses 1900 49 39 29 89 29 88 5 10 38 42 Skitz 90 48 60 51 31 0 0 1 11 0 0 Rev 740 74 46 41 54 15 15 2 11 9 12 Bernie 2650 69 39 48 85 94 4 3 11 2 140 Carp 575 55 54 52 77 2 15 2 12 11 2 Stella 3500 85 24 75 88 89 21 3 12 23 146 Larry 140 46 72 54 58 49 7 1 13 5 48 Elroy 345 63 54 88 50 12 81 1 13 106 8 Speck 365 69 51 77 86 11 99 1 13 114 18 Leech 1150 63 58 70 54 9 10 2 13 10 8 Hamous 0 66 68 66 35 0 2 1 14 1 0 Raffi 100 70 93 14 29 4 2 1 14 0 0 It 155 95 55 74 29 0 3 1 14 3 0 Sparky 205 52 68 88 51 0 86 1 14 113 0 Lance 230 76 69 61 56 21 0 1 14 0 20 Tex 275 71 71 57 52 0 32 1 14 27 0 Gary 315 83 68 59 60 11 22 1 14 19 10 Ears 375 72 67 58 79 22 26 1 14 22 30 Wally 650 82 55 62 83 24 95 2 14 88 36 Sam 2750 75 58 55 91 11 65 4 14 53 18 Cliff 3000 73 60 53 87 79 0 3 14 0 122 Juan 0 74 62 88 74 0 70 1 15 92 0 Biff 95 73 74 71 58 0 0 1 15 0 0 Beth 330 77 90 36 80 44 22 1 15 11 58 Vinny 385 73 75 74 65 0 87 1 15 96 0 Bob 1200 81 68 66 97 37 26 2 15 25 66 Eli 1400 81 73 58 77 70 65 2 15 56 96 Doc 1750 74 77 61 83 83 3 2 15 2 126 Grunty 490 82 79 76 72 14 40 1 16 45 18 Bud 1100 73 79 75 69 19 18 2 16 20 24 Screw 1500 82 66 71 68 4 82 3 16 87 4 Hitman 1800 80 81 40 74 3 11 3 16 6 2 Elio 0 83 84 81 58 0 0 1 17 0 0 Wink 240 92 80 68 59 2 2 1 17 2 2 Hurl 400 100 81 71 55 44 0 1 17 0 44 Hector 410 79 84 88 72 6 38 1 17 50 8 Smoke 560 78 87 80 44 7 20 1 17 23 4 Jimmy 800 84 82 73 47 0 92 2 17 100 0 Snake 1150 65 89 86 57 0 12 2 17 15 0 Fidel 1550 88 83 64 71 3 6 2 17 5 2 Rusty 1650 74 71 89 68 0 30 3 17 40 0 Wolf 1850 87 73 84 74 44 48 2 17 60 62 Boss 2950 80 76 84 71 9 99 3 17 124 12 Static 3100 79 66 95 60 10 98 3 17 139 10 Mitch 3800 83 71 88 97 96 13 3 17 17 182 Kaboom 210 71 93 91 13 0 27 1 18 36 0 Fox 515 77 85 100 76 60 15 1 18 22 90 Needle 1900 92 80 81 88 98 34 2 18 41 166 Vicky 2850 79 85 72 85 16 90 3 18 97 24 Lynx 3300 81 79 86 71 23 19 3 18 24 30 Sidney 4000 80 70 91 78 39 0 4 18 0 60 Spike 6000 77 69 86 85 11 76 5 18 98 18 Ice 1300 90 88 87 71 0 35 2 19 45 0 Ivan 1500 94 90 95 83 5 10 2 19 14 8 Kelly 4700 95 87 91 81 13 67 4 20 91 20 Len 6500 96 83 89 83 35 54 5 20 72 56 Magic 5600 90 99 98 80 14 91 4 21 133 22 Scully 7500 90 90 96 93 36 61 5 21 87 66 Mike 12000 97 95 94 96 67 98 8 23 138 126 By Salary: NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10 Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11 Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15 Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14 Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13 Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14 Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10 Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14 Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18 Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14 Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17 Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8 Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14 Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14 Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15 Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13 Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13 Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14 Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15 Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17 Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17 Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16 Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18 Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17 Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12 Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14 Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11 Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17 Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16 Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17 Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13 Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15 Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19 Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15 Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19 Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16 Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17 Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17 Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15 Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16 Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17 Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18 Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10 Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11 Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14 Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8 Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18 Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17 Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14 Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17 Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18 Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12 Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17 Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18 Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20 Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21 Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18 Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20 Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21 Mike Mike 12000 97 95 94 96 67 97 98 99 8 23 By HPs: NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8 Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13 Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11 Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10 Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14 Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8 Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12 Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10 Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10 Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13 Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13 Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17 Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13 Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11 Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14 Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18 Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14 Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14 Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15 Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15 Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16 Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14 Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11 Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17 Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15 Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14 Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14 Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15 Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18 Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18 Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17 Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17 Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18 Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17 Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16 Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17 Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18 Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15 Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15 Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18 Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16 Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14 Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16 Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14 Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17 Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17 Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12 Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17 Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17 Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19 Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21 Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21 Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17 Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18 Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19 Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14 Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20 Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20 Mike Mike 12000 97 95 94 96 67 97 98 99 8 23 Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17 By Agility: NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8 Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8 Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12 Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10 Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11 Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10 Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10 Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11 Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13 Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13 Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12 Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14 Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14 Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13 Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14 Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11 Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14 Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16 Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17 Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14 Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14 Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14 Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15 Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14 Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18 Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18 Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14 Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17 Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17 Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13 Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15 Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17 Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15 Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15 Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17 Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15 Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16 Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16 Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18 Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17 Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18 Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17 Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16 Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17 Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17 Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20 Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17 Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18 Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18 Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17 Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20 Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19 Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17 Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15 Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19 Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21 Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14 Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18 Mike Mike 12000 97 95 94 96 67 97 98 99 8 23 Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21 By Dexterity: NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8 Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14 Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8 Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10 Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10 Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15 Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10 Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16 Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11 Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11 Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11 Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12 Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14 Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13 Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14 Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14 Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14 Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15 Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14 Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14 Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15 Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14 Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17 Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15 Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17 Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13 Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15 Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17 Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16 Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18 Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17 Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14 Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15 Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16 Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12 Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16 Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13 Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17 Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18 Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17 Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17 Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17 Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18 Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18 Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19 Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14 Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13 Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17 Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17 Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17 Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20 Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18 Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18 Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20 Mike Mike 12000 97 95 94 96 67 97 98 99 8 23 Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19 Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17 Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21 Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21 Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18 By Wisdom: NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18 Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10 Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14 Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14 Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11 Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17 Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17 Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13 Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14 Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14 Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11 Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13 Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17 Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14 Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17 Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15 Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13 Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17 Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10 Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14 Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17 Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15 Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16 Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17 Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16 Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19 Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17 Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17 Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18 Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17 Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16 Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16 Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17 Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18 Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12 Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15 Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18 Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14 Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15 Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21 Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20 Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14 Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19 Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15 Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20 Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8 Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11 Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18 Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18 Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13 Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14 Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18 Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8 Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12 Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10 Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14 Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21 Mike Mike 12000 97 95 94 96 67 97 98 99 8 23 Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15 Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17 By Medical skill: NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10 Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11 Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15 Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14 Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10 Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14 Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18 Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14 Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15 Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17 Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17 Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19 Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17 Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17 Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8 Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12 Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17 Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16 Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14 Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16 Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19 Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17 Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17 Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13 Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17 Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17 Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14 Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13 Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14 Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18 Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13 Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20 Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16 Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21 Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11 Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18 Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8 Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16 Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14 Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14 Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18 Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14 Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10 Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20 Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21 Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15 Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18 Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15 Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17 Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17 Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13 Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18 Mike Mike 12000 97 95 94 96 67 97 98 99 8 23 Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15 Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14 Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15 Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12 Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11 Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17 Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18 By Explosive skill (over 30): NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10 Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17 Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15 Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16 Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10 Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19 Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11 Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20 Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14 Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18 Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17 Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18 Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21 Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11 Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17 Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13 Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18 Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17 Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17 Mike Mike 12000 97 95 94 96 67 97 98 99 8 23 By Mechanical skill (over 30): NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17 Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14 Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18 Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19 Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17 Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16 Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17 Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20 Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21 Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15 Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14 Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20 Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18 Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13 Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16 Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14 Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15 Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10 Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18 Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21 Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17 Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14 Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17 Mike Mike 12000 97 95 94 96 67 97 98 99 8 23 Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13 Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17 By Marksmanship: NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14 Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10 Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17 Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14 Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14 Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11 Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15 Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14 Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13 Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15 Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13 Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10 Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14 Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18 Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15 Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13 Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17 Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17 Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18 Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17 Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14 Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17 Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18 Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11 Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16 Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17 Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14 Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15 Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15 Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14 Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12 Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16 Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17 Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12 Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15 Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17 Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8 Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11 Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16 Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17 Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18 Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14 Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20 Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10 Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17 Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17 Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17 Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8 Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19 Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14 Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19 Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18 Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21 Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18 Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16 Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21 Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20 Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13 Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18 Mike Mike 12000 97 95 94 96 67 97 98 99 8 23 And last by APs: ( Just for reference ) NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8 Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8 Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10 Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10 Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10 Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11 Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11 Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11 Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12 Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12 Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13 Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13 Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13 Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13 Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14 Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14 Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14 Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14 Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14 Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14 Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14 Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14 Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14 Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14 Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15 Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15 Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15 Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15 Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15 Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15 Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16 Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16 Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16 Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16 Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17 Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17 Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17 Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17 Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17 Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17 Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17 Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17 Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17 Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17 Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17 Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17 Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18 Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18 Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18 Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18 Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18 Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18 Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18 Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19 Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19 Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20 Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20 Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21 Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21 Mike Mike 12000 97 95 94 96 67 97 98 99 8 23 * * * * * * * * The ending words of each Mercenary: Mike: We showed them! Scully: Some people just never learn! Magic: One day, Metavira will come up in a conversation, and I'll be able to say I was there! ( Best one. ) Lynx: Success! This island belongs to us! Fidel: We do it! We do it good! Ivan: ?????? Hitman: We showed'em, Ace! We showed'em real good! Sidney: We've beat him! This island belongs to Jack! Sparky: Like that was awesome... Real awesome ... Elio: It be quiet in Metavira again. Kelly: What a way to put it away! Ice: We showed them, man! We showed'em good! Boss: That was a job well done! Speck: I never been prouder than in the work we've just accomplished! Fox: Whew... That was close! But... It's over now. We did it! Biff: I can't believe it's finally over. Pops: I could not have picked a better way to end my career. Hurl: I'm shaking like a leaf, but we did it! The island is safe! Tex: HEEHAW... We did it, partners! Reuban: Reuban fix island. Everything good now! Ears: We've done it... This place belongs to Jack again. Moses: That's it for me! This is the perfect moment to retire! Screw: We pulled it off! Santino's history! Beth: It was pretty hairy, but we did it! Grunty: It's been a long haul! But a job well done! Bob: This is definitely one of my proudest victories! Doc: That was close! But it's all over now! Kaboom: That was fun! Carp: That was quite a piece of work. It: I gotta get a real job! Smoke: Whooooweee! Chalk one up for the good guys! Bernie: Our work is done! It's Jack's Island now! Wink: We did it! Gary: Ya... We did it! Larry: Yaaaaahhh... Would a breuski(sp?) go down nice right about now! Rusty: I don't think Santino will ba a problem anymore! Jimmy: It's over! We're running the show now! Hector: We do job... Metavira be safe now... Jack be happy! Leech: We're running this place now! Raffi: We da best! Lance: It sure feels good to get that first one under your belt! Weasel: Thisthing is finally over! Spike: Boy did we kick butt! Wally: We've done it! Turtle: This calls for a celebration! Perhaps, some fine dining... Sam: We've done it son... This island belongs to Jack now! Cliff: One day I'll be able to tell my grandchildren about this place... Eli: They'll be talking about this one in the trade papers for years to come. Elroy: I'd say we've earned our pay! Skitz: I'll never forget this place. Vicki: ALL RIGHT, man! VIII. Suggestion for Veteran Players ( by Peter Kuesters ) Veteran suggestions Questions: (1) The enemy keeps throwing "Grenades" at me, what can I do? (2) I don't have enough weapons/armor, who needs them most? (3) How can I take out guys inside buildings without getting shot? (4) How effective are the weapons compared to each other? (5) Which items should I take with me, there are too many? (6) What kind of team is optimal? (7) How can I take a sector fast? (8) Why would anybody want to use "Mines"? (9) Should I prevent the rescue-Brenda-mission? Answers: (1) The enemy keeps throwing "Grenades" at me, what can I do? A: There are several occasions when an enemy will throw a "Grenade" at your mercenaries ( only few enemies have grenades ): i) You just entered a sector, an enemy is standing fives steps away from your group, gets an interrupt and kills half your mercenaries with a grenade. A: There is nothing you can do, this is an unfairness due to the sector-based nature of the game, I always "Quick-Save" before I enter a new sector so I can reload if this happens. ii) The enemy knows where your guy(s) is/are hiding, but he has no clear line of sight. A: Don't hide behind lot's of bushes if you suspect the enemy might throw a grenade. "He who lives to run away lives to fight another day." ( Wizardry 7 manual ? ) iii) There are many of your mercenaries standing close to each other. A: Spread out your mercenaries, the sectors are big enough. Q': I listen to all the above advice, but I still get hit by "Grenades" sometimes. A: It is hard to explain how one plays the game. I play by intuition, so I can't give you a set of rules that will ensure safety. Experience will allow you to recognize a dangerous situation and avoid it. Even I get hit by "Grenades" sometimes, but the occasions are very rare. Editor's Note: Read the SIGN! Only a few enemies have "Grenades". If you found there is an enemy who can shoot you but did not. Instead, he walks toward you. Then, LOOK OUT! Here comes the "Grenades". (2) I don't have enough weapons/armor, who needs them most? A: This depends on your strategy. I prefer to give the best armor and the worst weapons to my "scouts". They will explore the sector, while the best weapons are in the hands of "snipers" who stay a little behind them and will shoot at any enamy who shows up. The "scouts" get the "Grenades", because they are closer to the enemy and throwing range is rather limited. "Extended Ears" and "Gas Masks" will be first given to the "scouts", they need to spot the enemies/have protection from gas. Editor's Note: Peter explains his strategic to me before. My strategic is somewhat similar to his, so I understand what he is talking about. Peter divides his team into two groups. Each group has its "Scout" & "Sniper(s)". The "Scout" must be very fast. Usually with very high APs. The main "Sniper must have very high "Marksmanship". The rest are relatively not important. I think you can just let them pick up items or open the Crates during the battle. For example: in the early game, his team will have "Fox" & "Ice" as "Scouts", "Ivan" and "Fidel" as "Snipers". Whenever "Fox" or "Ice" found an enemy, he/she runs for cover. BUT, they need to attract the attention of the enemies. Next turn, they run back to the trap. Whenever the enemies chase "Fox" or "Ice", "Ivan" or "Fidel" can ambush the enemies. With reserved APs & Best weapons + "Interrupt", these enemies will be very good targets for "Ivan" & "Fidel". Note 2: The combination is important, too. "Ice" can shoot if that was a situation when you should not run & hide, then he can shoot without mercy. "Fox" seems to shoot better than her marksmanship had shown. Yet, don't count on it. If you had played before and you knew where the enemies usually gathered, then use "Ice" to lure them. He could damage some enemies while trying to hide. "Fox" will be in danger if there are too many enemies. (3) How can I take out guys inside buildings without getting shot? A: That's what "Explosives" are for. Just place an "Explosive" next to a door, stand back with a couple of guys and wait for the fun to begin. Q': Why place the "Explosive" next to the door? A: This way you will get a bigger opening, both the wall with the "Explosive" and the door will blow away. In the beginning of the game, "Grenades" are useful, too, because they can blow away wooden doors. (4) How effective are the weapons compared to each other? A: I made a table which lists all the weapons, their range and average damage point blank versus 75% armor and 0% armor ( 10 shots ): Damage range vs.75% vs.0% S&W 10 0 30.7 Colt 11 1.6 38.3 Beretta 12 3.1 42.3 Magnum 13 2.0 32.3 mod. Colt 13 2.8 30.4 mod. Ber. 14 4.7 49.7 mod. Mag. 15 2.9 39.8 Shotgun 16 9.3 54.0 .12g rifle 18 7.6 ? mod. .12g(R) 20 11.1 56.3 M14 20 11.1 37.8 Mod. M14 25 20.5 60.0 M16 25 11.2 54.6 Mod. M16 30 14.7 72.5 Note: with 10 shots, you can't really get a valid statistical value, but this table should suffice to judge a weapons effectiveness. I think the values vs. armor are relatively accurate, the ones versus no armor should be used with caution, there is too much deviation. (5) Which items should I take with me, there are too many? A: This really depends on how you play. I ( almost ) never take any keys with me. Only in the beginning do I pick up "Oil", "Gas-can" and "Rag". I don't need "Jars", since I only construct "Eagle-fearballs". The papers are unnecessary. Don't take ammo with you for weapons you won't use anymore. Don't take weapons with you if you won't use them anymore. This way, there won't be much of a problem with items. (6) What kind of team is optimal? A: Again, this mainly depends on how you play. This is who I would suggest using: Field mech: "Speck" and "Sparky" in the beginning, later you'll need both of them to repair stuff, then hire "Mike". Field doc: Why??? there are enough kits, anybody can bandage in the field, they just use more bandages. Explosives expert: "Fidel"! He can shoot, too. Home doc: "Fox", hire her on D2, she won't join on D1. Who else: "Snipers", mercenaries with a high marksmanship, "Ivan" and "Ice" are my favorite. (7) How can I take a sector fast? A: Kill the enemy fast. You should have good equipment, otherwise the enemy will kill you fast. On the first couple of days, I can't take more than about 4 sectors average, later I can do about 6-7 sectors average. This strategy assumes you have a well equipped team of at least 4 mercs: -Spread you team all across the sector, two mercs should suffice to take out any enemy quickly. -Don't use reserve points, but always take cover and have some movement remaining to run or shoot in an "Interrupt" situation ( If you have a great team, you might forget about the movement left with some dudes, just keep about 5 points that will carry over to the next turn ). -Don't use "Silencers" with all your guys, you want the enemy to come for you. (8) Why would anybody want to use "Mines"? A: Usually, they are pretty useless, but in sectors 2 and 13, they can be quite helpful. Bury them in doorways to ensure no enemy will surprise you from behind. Your mercs can walk over them, so this does not block your freedom of movement. (9) Should I prevent the rescue-Brenda-mission? A: No, unless you don't want the additional 15k from Jack. This extra money allows you to get a more expensive team earlier in the game, thus making it easier for you to beat the game faster. IX. Strategic Guides ( by Li ) for the Beginning of HARDER Level ( Partially Done ) I suppose everyone who wants to have a look at this part had at least finished 1 game. So, these spoiler should be OKay for you. If you had not finished any game before, please do not continue because: (1) You will lose a lot of pleasure of finding something new or funny. (2) You may not understand what I am talking about. I will try to provide some advice of my own. These will be in a format of Strategic Guide for each sector at the beginning of the game. If you are a veteran player, you should have some ideas of how the game works with your own experience. I do not intend to interfere your thinkings. The information I provided here might conflict with your own experience. If you don't agree with my opinion, that's fine. You can always develop your own theories and I do believe your theories should work as well as mine. But if you have trouble in your game, then you might want to refer to my ideas. (a) General Advice: I think everyone should agree with me that high "Marksmanship" mercs are essential to the job in Metavira. High APs' mercs will make your team works better. Based on these knowledge, my game usually only has limited mercs to choose from. "Ivan", "Fidel", "Ice" are 3 MUST HAVE to complete the early part of the game. Others are all optional. "Sparky" is a MUST HAVE for "home Mechanic". She is much better than "Speck" and she is also cheaper. I had tried "Sparky", "Vinny", & "Speck" before hiring "Magic" for the "field Mechanic". I would highly recommend "Vinny" for this job. "Vinny" is a very good bargain ( also considering the salary ). If you know how to use "Speck" effectively, then I would suggest you to use him instead of "Vinny". "Field Doc" part is real tricky! I hate this part, too. I don't want to spend a lot of money on those expensive "Doctors", but I can not gaurantee my guys won't get hurt. My first 3 games started with "Bud". His medical skill is already good enough for me. But I feel ( just as Peter ) that I don't need any "field Doc" for the first day and just hire "Fox" on day 2. Here is the squad of Peter's for the first few days ( usually ): Day 1: Ivan, Fidel, Ice, Snake, Vinny. Day 2: Fox, Sparky, Speck. ( Two "home Mechanics"! ) Later on, plus Eli ( Doc + 3rd "home Mechanics"! ) Mine is slightly different: Day 1: Ivan, Fidel, Ice, Bud, Vinny. Day 2: Fox, Sparky, Smoke ( Bakeup "Bomb Dude". ) I use Elio. I tried "Ears" in one of my game on day 1, but he hurt me in "Turnover Rate" more than his contribution. So I don't suggest this tactic. I also tried this combination twice: Day 1: Ivan, Fidel, Ice, Snake, Vinny. Day 2: Fox, Sparky. + Elio. You can see that I agree with Peter about using Snake on Day 1. This is a pretty good team at the beginning already. However, I tried the following combination and found this would be much better: Day 1: Ivan, Fidel, Ice, Grunty, Speck. Day 2: Fox, Sparky. + Elio I tried this once which is really a great team format. Although I miss "Snake" ( backup "Shooter" and his "Camo-U_Flage" ), I can overcome this dis-advantage by cautious playing. Later, on Day 4, "Magic" is hired so that "Speck" can be the second "home Mechanic". In this formation, you just need to fire "Elio" for "Magic". I did fire "Grunty" for "Lynx" at the same time. So, in the record, I only fire 1 merc. Then, later, I fire "Ice" for "Mike". In this case, I only fire 2 mercs ( in the record ). And I have my team in such formation: Scouts: Fox, Ivan/Magic/Mike ( mixed combination ). Shooters: Lynx, Ivan/Magic/Mike, Fidel. Bomb Squad: Fidel, Mike ( backup ). Field Docs: Fox, Lynx, Mike ( backup ). Field Mechanics: Magic, Mike ( backup ). Home Docs: None. Home Mechanics: Sparky, Speck. "Fox" and "Ivan" are two most alert mercs in the game. With "Magic" & "Mike" slightly behind them. All 4 can be very good "Scouts". "Fox" is the only dedicated "Scout". The other 3 can switch positions whenever it's necessary. "Lynx" is very reliable in long range shooting. You should give him the best weapon in the game and let him have clear line-of-sight to everywhere. "Fidel" is kind of useless when you have those superstars, but he can still shoot in many occations. "Fidel" disarms bombs most of the time. "Mike" will only do that when necessary. "Magic" pickes lock most of the time. "Mike" will only take over only when there are some nasty locks. With this formation, I did finish the game in 15 days with only 2 mercs ( "Grunty" & "Ice" ) been fired. I did search for every possible Crates and hidden stuffs in every sector in this game. There are also some other advice like: CROUCH all the time, how to shoot through wall/tree/bushes, etc. These had been discussed in the "Q & As". (b) Strategic Guide: This "Strategic Guide" will follow the route of my last game through Metavira. ( BG means Bad Guy. ) Day 0: Hire 5 mercenaries. Ivan, Ice, Fidel, Grunty, Speck. Day 1: Bring 5 mercs out. S60: Get the 10 .38 ammos and the 70% Helmet in the house south of your starting position. Get your "field Mech" to open the door ( southern one ) in the SW building ( with "Lock Kit" ), then find the "Tool Kit" there. Get one guy to the east, in the middle behind the two buildings, there will be the 60% "Crowbar". Get your guy with the .45 Colt to the SE building and find a 80% "Knife", 94% ".38 Revoler", and a "4-Pocket Vest" there ( throw the "2-Pocket Vest" away, you don't need them anymore ). Then, get your team to the edge of the map. You should be ready to move out before 7:30am. If you need 10 more minutes, that won't kill you :). S50: There usually will be a BG in the SE corner. You should be careful not to let him "Interrupt" you at the first two turns. If this BG isn't there, then lucky you! You can deploy your team then lure those BGs to you now. Your guys should spread out and have them in two groups ( basically ). The BGs will come from two directions ( N along the trees, NW ). You should deploy your team so that you can ambush them in the open area in the middle. Usually, the BGs from North, might go along the trees and bushes line, so you should have a guy ready to take out these sneaky BGs. The guys from NW will be fighting you all the time. They will try to get to South then turn to East. You should have at least one guy waiting near the first Crate. After taking the 2 ".38 ammos", he/she should be waiting there to ambush such kind of enemies. I would suggest any guy with 60+ marksmanship there, because you might need to shoot with a little distance there. You don't need to take the "Rock" there. It's too risky. Sometimes that will trap your guy in that corner without any chance to escape. So, you must make sure you are absolutely safe to take the "Rock". Move 4 guards to this sector after BGs are gone. You should be able to finish this sector in 1.5 hours. That means you should be ready to move out by 9:00 - 9:30 am. While you are waiting for the guards to arrive, you can open the other 5 Crates and leave your only "Crowbar" in this sector. There will be another "Crowbar" in sector 59. Move your team back to sector 60. S59: Better to enter this sector from East ( a little below middle line ). If you have no choice but have to enter from north, then you had better make sure you "Quick-Save" the game before enter. Sometimes, if you enter from North, you will have pretty exciting "shooting contest" happening within 2 turns. If you win out, of course, you will finish this sector pretty soon. But if you have bad luck, ...., don't say I didn't warn you. There will be a "Crowbar" near the end of the trees' line in the South. Have a spare man/woman to take it. The others should deploy, prepare to combat. There will be ( usually ) a BG in the woods area to your North. Have a guy hide behind the bush ( with 3 trees ) ready for "Interrupt" or shoot from that BG's side. Trees in the middle of open area will be your only cover there. Have at least one guy staying there. Not a good cover, but it's OKay. Have a "Scout" rush to South ( near the "Crowbar" ). I usually use "Ice" to do this job because there might be a BG there whom he should take care of. The path is full of '2-APs' road, so you will be able to get there in two turns. If you fail, then you will have a miserable life in this sector! Get there fast, and fortify there ( that's why I use "Ice" instead of using "Fox" ). After you had fortified this position, then you can start to march on ( the other guys ). After you had taken out whatever BGs coming to you from North, you will probably have taken out 3-4 BGs. Then, search carefully toward West. The Crate in the South is empty, don't even bother to open it. The other Crates have a lot of goodies. You probably need to wait until the sector is clear to find them out. The other 2 BGs are usually hiding behind Western woods area. You will either try to find them carefully, or wait at some proper positions to ambush them. Either way, you will need at least one guy march from South and another guy from North. The middle area is pretty dangerous, so make sure your guys are well covered. It would probably take 2 hours to take this sector. Then, you can search for the goodies. The three Crates in the island have a 68% "Grenade" ( can use it immediately ), a 30% "helmet" ( provide only 1% protection ), and 2 ".38 ammos". If you feel they are not worth it, then you don't have to get them. Actually, if your time is tight, I would not recommend you to go after these things. Your guy could be caught by water snake and this guy might have only half BREATH when your team is already to enter next sector. It's your call. If you want to take 4 sectors in the first day, then you will need to get out of this sector before 1pm. Otherwise, the 4th sector maybe too hard for ya. S49: Enter from SouthEast corner will be better. Split your guys into two groups. One group with "Fidel" ( the bomb dude ) will go toward East to open those two Crates. The Crate with "Grenade" is booby-trapped, so you will need a bomb dude to take it. You should deploy a "Shooter" to monitor the center open area. BGs usually will show up in the middle. The other group should go West. You must not go beyond the trees in the middle of open area. If you go any further, then there is a chance the BGs will see you. Go to the woods in the West. Then, go toward North behind the trees. Sometimes, there will be a BG showed up behind these trees, so your guys should march carefully. You should deploy like this: X: Tree or Bush O: Your guys o: Another good position if you have extra man 1: Position where BGs usually show up 1 X 1 XXXXX X X X XXXXXX X X X X X X X X OX XX X X XX X X Xo XX XXX XXXXXXXX O If the BGs did not show up after you had deployed, then you can throw a "Rock" to lure them. If you can not see them after you had deployed at those two positions, then you are about to ambush them, because there are always ( at least 2 ) BGs near these two positions. Usually, there will be at least 2 BGs in the building. One at the first room, and the other at the inner rooms ( which is pretty nasty for you ). You can use a group to go around the building and enter from Northern entrance. That room usually doesn't have any enemy, you can pick up the ".45 ammos" and "5-Pocket Vest" there. Then, get the "Chunk of Steel" in the next room. Now you are ready to enter that room from both directions. Use the "Wall Probe" to determine the position of the BG, or use a "Rock" to lure the BG's attention to the other door, then open the door. You will need to shoot the BG at least 1-2 shots. Otherwise, your guys will be in danger. As for the inner room, you have no choice. Use the "Wall Probe" to identify the position of the BG ( he must be far away ). Then, open the door and duck! Let the BG come out for you. Ambush him! Since that was in the house, the range will be short and you can do a lot of damage to that BG by just 2 shots. Although the inner room BG might cause you some troubles, your guys can pick up the items while deploying. So, this sector should be finished within 3 hours. Now you can move on to the fourth sector. If you only have 2 hours left, then I would suggest you just attck the sector next to you. Kill couple BGs and return. You won't be able to take sector 40 if you have only 2 hours left. A lot of goodies in sector 40, so you should try to make it on schedule. S40: Enter from South. You need to take a little bit time to plan on your attack. You will need guys to take the "Magnum" in the East. You will need your "field Mech" to open the door in the East and take the goodies in that room ( "Bretta", "9mm ammos", "Combat Knife", "5-Pocket Vest", ".45 ammos" ). Two ammos of "Magnum" are booby-trapped in the Crate on the small island. You will need a bomb dude to take it. At least 1 BG will hide in the house. A lot of them might stay in the East side of the house ( woods area ), or coming out from West side of house. This depends on your luck. There is no guarantee which format you will meet, so you should split your team evenly. You can not emphasize at any direction, otherwise, your guys will be surprised how come all the BGs are coming in that area. Try to ambush the BGs in the open area surrounded by woods in the East. Try to ambush the BGs in the open area in front of the door in the West. If you are lucky enough, you might get all your guys healthy after this sector. One of the BG will try to throw "Grenades" on your guys. Be aware of the sign of "Grenades" incoming. There will be 8 BGs, so you will need a little bit time to take this sector. Get all the goodies you want before the day ends. Day 1: Hire Sparky, Fox. Day 2: Take Elio. Bring 7 mercs out ( Sparky stays home ). S39: Starting from S49 will be better since you don't need to go across the river at the first hand, and you can clear the building first. However, you may need to go across the river to find those "chicken" BGs hiding in the open area at the middle of the east bank. Going from S40 has the advantage of clearing out the sector in all directions. However, you may find yourself in trouble if the BGs are hiding at the other side of the river and they won't cross the river! That could be nasty. To clear the BG(s) in the building, you probably need a wall probe to find out where he is. Using the handgun ( ".38 Revoler" ) to open the door. But it depends on your luck. An easier way is to open the door by using "Grenade". But you must have a guy staying in front of the door by using "Grenade". When you are sure the BG is near the door ( MOVEMENT, DEFINITE MOVEMENT, etc. ), move your guy away from the door then throw the "Grenade" at the door. The BGs could be hiding in the middle bushes at the middle of the west bank. These BGs are hard to take out since they will have pretty good cover. You will need guys to go behind them or ( at least ) surround them in all directions to get them. There are three Crates in the islands in the West near the middle bridge, you can take these after the battle. "Fidel" can recognize the two "Detonators" at both ends of the Southern bridge without a "Metal Detector". You can send him to clear them. But you need to make sure he doesn't get shot. The other two traps are in the open area in the East of both North and middle bridges. The fifth one is in the open area in the West of the middle bridge. You probably need that "Metal Detector" to find them. S29: Sometimes ( depending on your luck ) there will be a BG in the SE land which you will have trouble to deal with ( across a distant water ). No matter what, you will need to split your guys into two groups as before. Let your "Scout/Shooter" and "Shooter" group ( usually "Ice" and "Fidel" for me ) go West. They will probably need another guy to watch their back. If you have 7 guys, you can consider add another guy to this group because the enemies may reinforce from all three sectors. You will kill the reinforcement from S28 easily this way. The other group will go East along the woods near the center. The enemies will usually have 1 - 3 at the center area ( with those Crates ) at the beginning. 1 - 2 BGs in the woods where your Eastern group will encounter. Another 1 - 2 BGs along the woods' line where your Western group will go. The Western group will need cover in every turn because it would be too late for your guy(s) to hide if BGs show up. The enemies usually stand at two positions ( if there is no gun fight yet ). One will be about 12 - 15 squares from South, behind the woods. The other one will be near 1/3 from top which has a lot of trees to cover. It would be difficult to hit them, if they take cover. So, let them go for you and ambush them first. If you hurt them successfully, then you can try to chase them. Don't worry about "Grenade" attack. These BGs don't have "Grenades". After this group had reached near 1/4 from the top, then you can move them toward East to merge with the other group. Yet, you may want to keep a fast guy in these woods to see whether enemies had reinforced from West or not. The Eastern group will have some tough time to advance if there are BGs in the nearest woods. Use the most alert guy(s) to scout ( usually "Fox" with "Ivan" protecting her ). You will need at least 3 guys for this group. There might be a BG staying near the shore line to your East. There could be another BG in the center of the woods, so advance carefully. Use all 3 guys to kill them ASAP. Then, let your "Scout" and "Shooter" move North. The 3rd guy will stay at a special position. This place is near the East of the shore line, behind a bush where you can see BGs coming from center area if they decide to. Since the BGs are still in water, they can not shoot. That would be a perfect position to slaughter them. The other two will advance along the woods line to the North of this center area. You will usually encounter the BGs when your direction is about to change from North to East. Be very careful for this group because when you are going east, the BG you see ( no matter in the center area or just in the woods ) might throw "Grenade" at you. The key point is, you had to see them far away and shoot them to CRITICAL or near CRITICAL conditions so that they can't throw the "Grenade" very far away. Otherwise, your guys are in danger. There are some woods north of the creek, so your "Scout" should march behind them. After this group had reached here ( no matter there are battles or not ), the other group ( western ) should had finished their search in the West and they will join this group soon. You must count the number of the BGs because you would like to know how many of them had stayed in the center area, and how many will be in the woods in the East. When you see the BG(s) in the center area, make sure that will be the only one or two in the center area at this time, then throw a "Grenade" to take 2/3 of their health. Once this is done, then you can hide your guys along the woods that separate the center area. Use key. If you can see them, you can shoot them. But, since you are behind a lof of bushes and trees, make sure the BG that you are shooting is standing instead of lying! You will have a better chance to hit a standing guy behind bushes and trees. If you did not use a "Grenade" to hurt these BGs, then you are risking your guys in the gun fight. Since you can shoot them, they can shoot you, too. And there is no telling whether the BG(s) can see you or not. Just beware of the enemy reinforcement. If you see some BGs from unusual places with POOR, WOUNDED conditions, then that is the reinforcement. The Crate at South with "Explosive" is booby-trapped. Had better use your best bomb dude to take it during real-time and be sure to save before try it. After all is done, swim to the SE land of this sector. Prepare to enter S30 from SE. If you go from NE, then you will be in a lot of troubles! ( TO BE CONTINUED )